• Title/Summary/Keyword: 상호작용 미디어

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Digital Citizenship Library Programming in Award-Winning Libraries of the Future: A case review of public libraries in the United States (공공도서관의 디지털 시민성 프로그래밍: 미국의 미래 도서관 수상 도서관을 중심으로)

  • Jonathan M. Hollister;Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.359-392
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    • 2023
  • Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.'s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library's website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.

Factors Influencing Satisfaction of Branded App and Purchasing Intention: Moderation Role of Product Involvement (브랜드 앱 만족도와 구매의도의 영향요인: 제품관여도의 조절효과)

  • Jin Xinhua;SooYeon Chung;Cheol Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.121-140
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    • 2016
  • Today, consumers are interested in branded apps as new marketing channels. Consumers do not have ready access to information that will enable them to judge the quality of a particular product or service before purchase, but they will gain such information with branded apps. As they need to be actively chosen and downloaded to users' smartphone by the users themselves, branded apps have greater marketing effectiveness and influence than traditional channels. Therefore, corporations that place emphasis on interactions with customers anticipate a new marketing effect with their branded apps. With previous research on smartphone applications as a background, this research finds key factors in branded apps that influence users' satisfaction. Additionally, the study centers on the relationship in which satisfaction in the branded app significantly influences the purchase intention for the branded product/service.

A Study on Image Representation of Bisexual Lighting (바이섹슈얼 라이팅(Bisexual Lighting)의 영상 표현 연구)

  • QIAO, YINA
    • Trans-
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    • v.11
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    • pp.119-142
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    • 2021
  • Video was a cultural practice based on image. The audience longs to experience new things, not everyday things through by video images. There are many components of the image, but among them, color, a visual representation, plays a big role. Since the advent of color films, color has constantly evolved as an important component of visual art and has become an important role in innovative visual art design. According to film history data, filmmakers were interested in color since the film was created in 1895, but in the early stages of film development, film colors were only black and white. Because these two colors no longer satisfy viewers, more natural colors began to emerge from the film as it was colored. However, with the development of historical paintings, the lack of artistic creation and the public's level increased, making people more active in using colors because simple reproduction of natural colors alone does not satisfy people. The colors in the video are both techniques of expression and can be understood by mind and thought. It is also an indication that colors do not just exist, but they work strongly on human psychology. Now people are so motivated by repetitive and unimportant information that they find that the human intuitive system simplifies the information they receive unconsciously that they have certain customs and characteristics when they see things. Color is part of the film language, or color language can express the film's ideological themes or portray vivid characters in the film, and people are receiving more intuitive messages. This study analyzed the basic color components of bisexual lighting, namely, pink, blue, and purple, and analyzed how human psychology is affected through color, combining the scenes from the video. The purpose of this paper is to explore what color language bisexual lighting is expressed using color properties in images and how bisexual lighting interacts with human psychology through color.

The moderate effects of father's attachment between self-esteem and adolescents' internalizing problem behavior -Focusing on the male students- (자아존중감과 청소년 외현화 문제행동 간의 영향과 아버지애착의 조절효과 연구-남학생을 중심으로-)

  • Kim, Min Joo;Ji, Eun Gu;Jo, mi jeong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.63-72
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    • 2016
  • The main purpose of this study was to empirically validate whether a factor in reducing youth externalizing problem behaviors impact analysis and affection between father and youth self-esteem externalizing problem behavior through effective regulation. The survey was conducted by the researcher who visits the school to collect the sample data by random sampling method on 336 male students at D area. After delating the 38 insincere questionnaires, final 298 data were analyzed. Using SPSS 21.0, the simple correlational analysis was conducted to decide the relationship among the variables and in order to know the reciprocal model, hierarchical multiple regression analysis was implemented. The results showed the esteem and the affection his father on a statistically significant effect on youth externalizing problem behavior, father attachment had the effect of regulating the relationship between self-esteem and externalizing problem behavior. Through these results through the self-esteem Improvement Plan of the Father and the love of young people and to promote a proposal for reducing externalizing problem behavior.

Effect of Autumn Seeding Date on the Productivity and Feed Values of Hairy Vetch(Vicia villosa Roth.) Varieties (파종시기가 Hairy Vetch(Vicia villosa Roth) 품종의 생산성 및 사료가치에 미치는 영향)

  • Kim, Sung-Jin;Kim, In-Su;Lee, Ju-Sam
    • Korean Journal of Organic Agriculture
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    • v.15 no.1
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    • pp.59-69
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    • 2007
  • This experiment was conducted to study the spring productivity and feeding value of hairy vetch varieties. We also measured DM yield and feeding value by analyze CP and CF that authors made possible to calculate TDN and RFV. The results can be summarized as follows; Dry matter yield were increased earlier autumn seeding date and later cut in spring. Differences of dry matter yield in earlier cut in spring was high in order of Ostsaat, Welta, Vv4712, Penn-02, Common and Minnie. Crude protein(CP) yield was increased when earlier autumn seeding date and later cut in spring. Total digestible nutrient(TDN) yield of hairy vetch varieties was decreased when later autumn seeding date, and was increased when later cut in spring. TDN yield was highest in Ostsaat and Welta varieties had highest dry matter yield. Acid detergent fiber(ADF) content was decreased when later autumn seeding date and was increased when later cut in spring. Neutral detergent fiber(NDF) content was decreased when later autumn seeding date. Average values for relative feed value(RFV) were 157% and 132% in both cut. It shows that a high feed value in all of hairy vetch varieties. Above all, the results presented that the optimal seeding date for cultivating hairy vetch in the central region of Korea is between the 10th to the 20th of September. Because Ostsaat and Welta had significantly high dry matter yield we expected Ostsaat and Welta have a higher wintering ability.

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A study of Artificial Intelligence (AI) Speaker's Development Process in Terms of Social Constructivism: Focused on the Products and Periodic Co-revolution Process (인공지능(AI) 스피커에 대한 사회구성 차원의 발달과정 연구: 제품과 시기별 공진화 과정을 중심으로)

  • Cha, Hyeon-ju;Kweon, Sang-hee
    • Journal of Internet Computing and Services
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    • v.22 no.1
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    • pp.109-135
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    • 2021
  • his study classified the development process of artificial intelligence (AI) speakers through analysis of the news text of artificial intelligence (AI) speakers shown in traditional news reports, and identified the characteristics of each product by period. The theoretical background used in the analysis are news frames and topic frames. As analysis methods, topic modeling and semantic network analysis using the LDA method were used. The research method was a content analysis method. From 2014 to 2019, 2710 news related to AI speakers were first collected, and secondly, topic frames were analyzed using Nodexl algorithm. The result of this study is that, first, the trend of topic frames by AI speaker provider type was different according to the characteristics of the four operators (communication service provider, online platform, OS provider, and IT device manufacturer). Specifically, online platform operators (Google, Naver, Amazon, Kakao) appeared as a frame that uses AI speakers as'search or input devices'. On the other hand, telecommunications operators (SKT, KT) showed prominent frames for IPTV, which is the parent company's flagship business, and 'auxiliary device' of the telecommunication business. Furthermore, the frame of "personalization of products and voice service" was remarkable for OS operators (MS, Apple), and the frame for IT device manufacturers (Samsung) was "Internet of Things (IoT) Integrated Intelligence System". The econd, result id that the trend of the topic frame by AI speaker development period (by year) showed a tendency to develop around AI technology in the first phase (2014-2016), and in the second phase (2017-2018), the social relationship between AI technology and users It was related to interaction, and in the third phase (2019), there was a trend of shifting from AI technology-centered to user-centered. As a result of QAP analysis, it was found that news frames by business operator and development period in AI speaker development are socially constituted by determinants of media discourse. The implication of this study was that the evolution of AI speakers was found by the characteristics of the parent company and the process of co-evolution due to interactions between users by business operator and development period. The implications of this study are that the results of this study are important indicators for predicting the future prospects of AI speakers and presenting directions accordingly.

A phenomenon Study on Acceptance Universe of K-pop Audience : Focused on Group Aespa's Universe Case (K-pop 수용자의 세계관 수용 현상 연구 : 그룹 에스파의 세계관 사례를 중심으로)

  • Kim, Nakyung
    • Trans-
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    • v.12
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    • pp.173-222
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    • 2022
  • This thesis examines the 'universe' acceptance phenomenon, currently used as a content strategy in the K-pop field, from the perspective of K-pop audiences, and then attempts to identify their experience of acceptance and the meaning of the universe. For this, tweets related to the universe acceptance experience of Aespa, the group utilizing the universe as a content strategy the most actively, were collected, and this data was analyzed according to a phenomenological approach, an approach to explore the structure of personal experience and the essence of a phenomenon. As a result of analyzing using Moustakas' method, the semantic structure of the universe acceptance phenomenon of K-pop audiences was derived based on 21 thematic units. It was found that current K-pop audiences are experiencing active cultural consumption rather than unilateral or passive through acceptance of the universe. This means that K-pop audiences have the characteristics of active audiences that produce meaning, interact with other fans, and exert influence on outside of community. At the same time, these characteristics affect acceptance of the universe. Simultaneously, through active acceptance experience, it is found that K-pop audiences give a new meaning in the K-pop universe, as "marketing assets", "fandom community assets", and "K-pop industry expansion assets." Among them, the recognition of 'marketing assets' was reaffirmed as a basis for supporting related previous studies. In addition, it derived the new values of the universe in the K-pop field by discovering the meaning of "fandom's specific assets" and "assets of the K-pop industry for expansion". These meanings had not been found that previous studies from the producers' point of view. And then, for the purpose of expanding the value of the universe in the future, it was discussed the direction of the new meaning of the universe. Finally, this study is meaningful in that it revealed the semantic structure of the universe acceptance phenomenon and discovered a new meaning of the universe in the K-pop field. Additionally, it was intended to contribute to expanding the field of research by suggesting various follow-up studies from various perspectives.

Practical Study on Learning Effects of University e-Learning (대학 e-러닝 학습효과에 관한 실증연구)

  • Kim, Joon-Ho
    • Information Systems Review
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    • v.12 no.3
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    • pp.19-48
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    • 2010
  • This study focused on characterizing various factors in order for learners to maintain their interests in learning and to maximize learning effects as the top priority purpose of university e-Learning, on the basis of results of conceptual studies on existing e-Learning and practical studies, and then on examining them practically. It also analyzed which factors would have greater influence on learning effects of e-Learning in general. Moreover, in comparison with existing numerous studies which examined only factor such as learning effects of e-Learning, it analyzed such things in detail according to division into three items such as learning satisfaction, learning transfer and learning recommendation. To achieve such purposes of the study, it characterized and set 3 factors such as learning contents, instructional design and user convenience on the assumption that such factors have a significant influence on learning effects of e-Learning. Moreover, the factor of learning contents includes 3 detailed elements, i.e., learning issue and objective, knowledge information, and consistency and propriety, and the factor of instructional design includes 4 detailed elements, i.e., interest and sympathy, interaction, contents presentation and explanatory strategy. Lastly, the factor of user convenience includes 2 detailed elements such as screen configuration, and check-up of contents and teaching schedule. According to analytical results, it showed all 3 factors such as learning contents, instructional design and user convenience have a significant influence on learning effects of e-Learning(i.e., learning satisfaction, learning transfer and learning recommendation). In more detail, it showed the learning issue and objective from the factor of learning contents have the greatest influence on learning satisfaction of e-Learning. Then, it is the most important to set the learning issue and objective with given priority to learners and set the learning objective estimable, in order to raise the learning satisfaction. It showed the contents presentation from the factor of instructional design on the learning transfer. Therefore, it is the most important to structuralize mutual relation and presentation orders to promote learning systematically and to let learners access to such things, for the purpose of raising the learning transfer. Moreover, it showed the interest and sympathy from the factor of instructional design has the greatest influence on the learning recommendation. Thus, it is the most important to promote learners' interests to the maximum using well-timed media, and to give a lecture enough to arouse learners' sympathy.

The Effect of Online News Use Motivation on Acceptance and Satisfaction A Comparative Study on Korean and Chinese University Students (온라인 뉴스 이용 동기가 수용의도와 만족도에 미치는 영향 - 한·중 대학생을 비교 중심으로 -)

  • Wang, Shang;An, Su-keon
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.293-311
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    • 2020
  • Recently, it is more important to study the reasons for using media than which media is selected. This paper investigates different countries as objects to conduct the survey. In accordance with the research results, in hypothesis 1, there is a positive "(+)" influence of its interestingness, informality, restlessness, news pursuit and convenience on satisfaction when college students in South Korea use net news. Taking Chinese college students as an example, there is a positive "(+)" influence of the using motivation of net news on news pursuit, habituation, interactivity, convenience and the satisfaction with net news. In hypothesis 2, the interestingness, informality, habituation and convenience of the using motivation of online news of college students in South Korea are reflected in the acceptance intention of online news, while for Chinese college students, the informality, habituation and convenience are reflected in the acceptance intention of online news. Finally, in hypothesis 3, there is a positive "(+)" influence of the satisfaction of online news on the acceptance level of online news. In addition, this research also considers that the PLS path coefficient of college students in South Korea and China is different, and the motivations and purposes for using net news by two countries are different due to the characteristics and cultures of news media in different countries, so the satisfaction is also different.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.