• Title/Summary/Keyword: 미디어이론

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The Direction for Developing a User Participation-based Media Skin by a Paradigm Shift of Digital Media and its Application (디지털 미디어 패러다임 전환에 따른 사용자 참여기반 미디어 스킨 개발 방향 및 적용)

  • Jeon, Bien Il;Park, Jae Wan
    • Design Convergence Study
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    • v.14 no.5
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    • pp.87-102
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    • 2015
  • Today, our digital media environments are shifting from a new biological paradigm that can be characterized by "personalization", "interaction", and "kinesis." According to this paradigm shift, the change of media skin is needed, which plays an important role on our urban environments. Thus, this research aims to propose a new media skin that supports user participation based on a new digital media paradigm. For this study, we begin by extracting the essential factors from the characteristics with personalization, interaction, and kinesis through exploring the theories related to the new digital media paradigm. Based on the extracted factors, we investigated the limitation of emerging media skins and proposed a new media skin in order to overcome it. The module-based media skin proposed in this study enables users to quickly and easily design and arrange their own form that they want and display diverse contents through intelligent interaction between modules. This research contributes to providing the framework for guiding designers when they design their media skins.

An Application Plan for Religious 'Symbolic Didactics' in Religious Media Pedagogic and Popular Culture -Development of a Teaching & Learning Example Focusing on "The Da Vinci Code"- (대중문화 속 종교유사성에 관한 종교미디어교육 연구 -<다빈치 코드>를 사례로 한 '상징교수법' 교수학습 모형 개발-)

  • Moon, Hye-Sung
    • Korean journal of communication and information
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    • v.42
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    • pp.7-43
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    • 2008
  • In this paper, a new viewpoint and practical education method were presented on educational culture related to today's religions and media. For this purpose, this paper considered the theories of religious media pedagogic and the concept of symbo1ic didactics relating to religious symbols in popular culture. In this paper, a total of eight cases of applying symbolic didactics were developed using the example of "The Da Vinci Code", based on the theoretical framework of religious media education and symbolic didactics. For this, the education methods and contents of religious media education were integrated with the teaching plan model of "action and development oriented media education". In order for this education to be applied effectively, experimental studies have to be carried out verifying the learning effects regarding this education. In particular, education for teachers who will tarry out this education is needed. This is because, in media education, the efficiency of education is significantly affected by the capacity of the one who is teaching.

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Niche Analysis in Social Media with Uses and Gratification Theory Appply in Facebook, Instagram, YouTube, Pinterest, Twitter (소셜 미디어 적소분석 연구 페이스북, 인스타그램, 유튜브, 핀터레스트, 트위터의 이용자 충족을 중심으로)

  • Cha, Hyeon-ju;Kweon, Sang-hee
    • Journal of Internet Computing and Services
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    • v.22 no.2
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    • pp.89-107
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    • 2021
  • This paper explores the empirically analyzes the competitive nature of the five social media by analyzing the proper SNS service such as Facebook, Instagram, YouTube, Pinterest, and Twitter. In this study, we surveyed the use and satisfaction of social media for SNS users by using the proper theory. A total of 224 users were selected for analysis. Based on the results of the questionnaire, factor analysis was carried out to extract common factors such as relationship, sociality, convenience, daily life, and entertainment. As a result of the research using proper analysis, Facebook showed the widest narrowness in sociality (.627) and convenience (.636) in the first place, and YouTube showed the lowest in daily life (.670) and entertainment (.615) In the relationship (.520), the Instagram was the widest. In terms of five factors, Facebook and YouTube have the greatest overlap in relationship (1.826) and sociality (2.696), while Pinterest and Twitter are the most common in daily life (1.937) and entertainment (2.263) There is redundancy, and for convenience (2.583), YouTube and Twitter have the most redundancy. Facebook, Instagram, and YouTube have a competitive advantage over Pinterest in terms of relationships, sociality, convenience, routine, and entertainment, and are competitive across all factors except Facebook, Instagram, and YouTube Twitter It is possible to confirm that it is superior.

대중문화 시대를 이끄는 책(2)

  • Jeong, Jae-Hyeong
    • The Korean Publising Journal, Monthly
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    • s.175
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    • pp.23-23
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    • 1995
  • 최근의 영화관련서들은 더욱 확장된 미디어 측면에서의 관심, 문화이론 연구의 지적 호기심, 영화 자체의 깊이있는 계보학에 관한 탐구 등의 세 갈래로 분류해 볼 수 있다. 앞으로 영화문화의 방향성 있는 장기기획이 더욱 요구된다.

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Competitive Analysis Among Interactive Broadcasting Media in Korea Affected by the Introduction of IPTV : Adopting the Niche Theory (IPTV 도입에 따른 국내 양방향 방송 매체간 경쟁 관계 비교 : 적소 이론의 적용)

  • Han, Eun-Jung;Suh, Bo-MIl
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.219-244
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    • 2010
  • The charged broadcasting market has been becoming very competitive to get the limited media consumers since IPTV was introduced to the market. This research analyzed the competition among interactive broadcasting media. We employed the niche theory for comparing IPTV with Cable TV and Satellite TV, which are two major existing broadcasting media. For employing the niche theory, we focused on the gratification-opportunity features of the media caused by the consumers' gratification sought: ease of use, interactivity, variety of content, and economic feasibility. The results showed the extent to which media are utilized, the extent to which each pair of media are perceived as similar, and the competitive superiority between each pair of media on each dimensions. Finally, we examined the competition structure of IPTV and other broadcasting media, and proposed the competitive strategy for IPTV to get an advantages.

Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

An Asian Airline Implementation of Smartphone Collaboration: From Training to Operations (스마트폰을 활용한 항공사의 협업 사례 연구: 훈련 기간과 운영 기간의 차이 분석)

  • Dionne, Dante;Schutz, Douglas M.;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.303-313
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    • 2018
  • In order to provide quality services across international airports, airline personnel must rapidly and effectively develop and share knowledge. Combining components of adaptive structuration theory (AST) and media synchronicity theory (MST), a research framework was developed to convey three distinct stages of knowledge sharing. We use the grounded theory research method for the qualitative data collected from audio transcripts of employees learning how to use and work with company issued smartphones with push-to-talk functionalities. Data was collected from 33 operations personnel. The results of the content analysis are recorded for the elements of each of the three concepts of our research framework. During the social interaction stage, the content of the audio conversations shifts mainly from conflict management to task management; for media synchronicity, from quality to quantity; for productive outcomes, from efficiency to commitment. New insights are uncovered from our analysis of data from the field as users advance from learning how to use the mobile devices, to using the devices for managing knowledge for their work in the airline industry.

Effect of Social Media PR Marketing on Corporate Brand Expansion (소셜미디어 홍보마케팅이 기업브랜드 확장에 미치는 영향)

  • Jeon, In-Oh
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.157-173
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    • 2014
  • In this study, how social media PR marketing affect corporate brand expansion was studied. this study consist of 5 chapters; needs and purposes in 1st, concept& characteristics, development processes, needs of social media and merits&demerits as marketing tool in 2nd. concept& characteristics and merits&demerits of corporate brand expansion in 3rd. examples of social media marketing in domestic&foreign and current statuses in 4th. In final, conclusion of the effect of social media PR marketing on corporate brand expansion were presented in each chapter.

Effects of Visual Working Memory Capacity and the Type and Contents of Graphic Annotation on Multimedia English Learning (시공간 작업기억 용량과 그림 자료의 유형과 내용이 초등학생의 영어 단어 학습에 미치는 영향)

  • Do, Kyung-Soo;Cha, Yu-Young
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.369-396
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    • 2008
  • The purpose of this article is to investigate the effect of visual working memory, the types and contents of graphic annotations on English learning. The participants of the experiments were 5th and 6th graders. The result showed that animation was effective only in the word test for children with large visual working memory, whereas text-only-annotation yielded better performance in the comprehension test in Experiment 1. The effect of relevance of animations was tested in Experiment 2. Context-relevant-animations yielded better comprehension than the animations denoting the typical meaning, whereas the opposite pattern was reported in the word test. The result of the two experiments was interpreted in terms of cognitive load theory and the generative theory of multimedia learning.

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The Effects of 3-D Computer Animation on Educational Visual Presentation -Focused on Color Theory Study- (3D 컴퓨터 애니메이션을 이용한 시청각 교재가 어린이의 학습에 미치는 효과에 대한 연구 -색채이론학습을 중심으로-)

  • 최유미
    • Archives of design research
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    • v.15 no.1
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    • pp.49-58
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    • 2002
  • Advances in computer technology have made it possible for educators to design and develop their own multimedia instructional materials using visuals such as animation. Although, it generally believed that the Mew attribute of computer animation facilitates student's foaming, there is still relatively little research regarding the way in which student benefit from multimedia instruction using 3-D animation. The purpose of this research was to examine and determine whether the use of 3-D computer generated images is an effective teaching device for hoping children to understand color theory, and enhancing the tractional methods. In this study, a 3-D computer generated presentation was creative and it demonstrated the mixing of primary color to obtain secondary color. Three research hypotheses were developed in this research. The first hypothesis stated that 3-D computer generated presentation will be an effective device for teaching color theory. The second was that the presentation will be eye-catching and it will hold the children's attention. The third was presentation would enhance the children's memory of color. Results of this study show that visualization technology and the use of 3-D graphics ends can be employed in the field of art education to increases a chi1d's understanding of color theory. Also, it was proved that teaching children through 3-D graphic is an highly effective teaching tool. Thus this research is a oontribution to both children's au education and the relatively new field of computer animation.

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