• Title/Summary/Keyword: Audience Activity

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Audience Activity for Digital Media: In the Study of PPV(Pay Per View) Use (디지털 미디어 수용자의 능동성에 관한 연구: PPV(Pay Per View) 이용행태를 중심으로)

  • Lee, Soo-Young;Eun, Hye-Chung
    • Korean journal of communication and information
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    • v.36
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    • pp.348-373
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    • 2006
  • In the era of digital media, one of the most distinctive characteristics is the activity what audience play. This characteristic can be particularly demonstrated in the case of PPV(Pay-Per-View) use. Since this service is related with payment by audience according to each behaviour of their own media use. In doing so, this paper explores the characteristics and behavioral pattern in PPV use. In particular, the study tries to predict from the result that which trait of characteristic can explain the adoption of PPV. The analytical result shows that PPV users are much more active in gathering information as well as achieving the diversity in terms of program choice compared to non PPV users. At the same time, PPV users are prone to be unsatisfied against the other media and naturally willing to adopt the new media. PPV users are much more keen to use toward age related programme classification system in order to protect their children from inappropriate programmes. The variable of participational behaviour is the most relevant variable to predict the degree of PPV use, however, it fails to predict to distinguish the PPV users group from non PPV users group. It maybe given as a conclusion that PPV users are much more active in not only choosing their own program they like to watch but also planning ahead for maximising their pleasure from viewing.

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Children's Motives and Strategies for Emotional Regulation in Angry and sad Situations (분노 및 슬픔 상황에서 아동의 정서조절 동기와 정서조절 전략)

  • Lee, Ji Sun;Yoo, An Jin
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.123-137
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    • 1999
  • This study investigated the influence of audience type (mother or close friend) age, and gender on children's goals and strategies for emotional regulation in angry and in sad situations. Hypothetical vignette methodology was used with 314 children in grades 5 and 7. In angry situations, all boys and all 5th grade children regulated anger more with instrumental motives while 7th grade girls showed more prosocial motives. Children showed more prosocial and rule oriented motives with peers and relational motives with mothers. In angry situations, children used aggression regulation strategies more toward peers and activity regulation strategies more toward mothers. Children's age and sex explained sadness regulation motives better than audience type with peers, but children used more activity regulation strategies with mothers in sad situations. When sad, fifth graders used more verbal and facial expression strategies than 7th graders while boys used more activity regulation strategies than girls.

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Mass Media and Space Science

  • Park, Seong-Cheol
    • Bulletin of the Korean Space Science Society
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    • 2008.10a
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    • pp.22.1-22.1
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    • 2008
  • Media company is not a business which sells news and information but a company sells audience's attention. Advertisers estimate audience's quantity and quality which pay attention to media and pay the cost. Thus drawing audience's attention is a natural and instinctive behavior for survival of media company. News doesn't deliver the fact just as it. That's impossible. News is a commodity made by processing and selection of the media company and journalist. On the process, judge of values is involved and limitation of time and place of media is considered. If scientists understand media's character truly, their misunderstanding about media company and journalist may be cleared up. In this society, media is not a being to ignore, particularly for big science like space science which spends huge public capital. Nowadays, space science meets the time to take the leap in Korea. However that can be crisis cause of uncertainty of science activity. When the crisis which no one desires happens, preparation needs for new opportunity. We can take the crisis as a chance. Understanding about media and public will be the first step for this preparation.

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Analysis of the Involving Mechanism of Kim Eun-Sook Drama : Focused on the Audience's Predictability and the Activities of Constructing Hypotheses (김은숙 드라마 <도깨비>의 몰입기제 구축과정 분석 - 관람자 예측성과 가설 구성 활동을 중심으로 -)

  • Kim, Eui-Jun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.79-91
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    • 2019
  • In the entertainment industry, risk management is crucial for securing competitiveness due to the risk of investment. The competitiveness of contents is reinforced when external factors such as industrial environment and internal factors centering on involving mechanism are simultaneously provided. The involving mechanism is a form of cognitive response behavior of the audience and occurs through signal processing of the brain when watching the image contents. The signal processing of the brain related to the contents watching is mainly performed in the working memory area, and in the case of the captivating movie, the information other than the contents transmitted to the audience is blocked to generate a temporary dissociation state. A dissociation state similar to a symptom such as hypnosis or amnesia occurs when the audience's level of involving is high. On the other hand, contents information in which the audience is concentrating his attention is used intensively for constructing future thinking through an episodic buffer while the inflow of external information is relatively blocked or delayed. The spectator's future thinking configuration takes the form of a hypothesis-forming activity and is based on the predictability of the brain. When these hypothesized behaviors correspond to the problem solving simulation of story and predictability which is an evolutionary function of the brain, the audience' s brain is involved in the contents at a high level. In order for the act to be effective, the factors such as the background of the hypothesis, the subject of the hypothesis, the internal information of the person, the type and position and quantity of the hypothesis information, and the hypothesis relevance and type of information are important. Based on these factors, analysis of the Kim Eun Sook Drama 'Goblin' shows that the above elements are operated in a very organic and meaningful way.

Modding Culture: A Study on Gamer's Cultural Practices (모드하기의 문화적 실천에 대한 연구: <엘더스크롤 IV: 오블리비언>의 커뮤니티를 중심으로)

  • Park, Keun-Seo
    • Korean journal of communication and information
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    • v.55
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    • pp.100-118
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    • 2011
  • The purpose of this study is to investigate the meaning of cultural practices of videogame audience with 'mod'. Videogame audience members are recognized as very active and interactive beings compared with other interpretive media audience members. Especially mod is one of the most dramatic cultural situation of videogame. It's very prominent properties are 'activity' and 'interactivity'. Videogame audience members, so called 'gamers' modify videogame software as their own sake and use it as their own intention. Modifying and playing with videogame, or 'modding' is very strong cultural program of gamer. Mod is one of avant-garde technology but its practice is not always radical. I observed practices of the members of Naver cafe 'Elderscroll' playing . They used mods of for their phallocentric desire. And they construct a hierarchical and top-dowon membership. So advanced technology and cultural media and text from it does not assure the same advanced contents.

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Ram Mating Behaviour under Different Social Conditions

  • Patel, M.;Das, N.;Pandey, H.N.;Yadav, M.C.;Girish, P.S.
    • Asian-Australasian Journal of Animal Sciences
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    • v.20 no.1
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    • pp.112-118
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    • 2007
  • The present study was conducted to investigate the attributes of ram sexual behaviour under different social conditions. Six intact rams and eight overiectomized ewes were used in this experiment. Ewes were artificially brought into oestrus. All mating traits were recorded every 10 sec during a 1 h mating session under five social conditions viz., ram exposed to single oestrus ewe, ram exposed to single oestrus ewe and audience ram, ram exposed to multiple oestrus ewes, ram exposed to single oestrus ewe with competitor ram and ram exposed to multiple oestrus ewes with competitor ram. Mean intensity of the mating activities during the 1 h mating session under five social conditions was compared. Either vocalization or leg kicking was found to be the predominant teasing activity under all five conditions. Sniffing differed significantly (p<0.05) between different social conditions. Vocalization, leg kicking, and leg kicking with vocalization did not differ significantly (p<0.05) between different social conditions. Mounts/h in the multiple oestrus ewe condition was higher and differed significantly (p<0.05) from other social conditions. Ejaculations/h for the experimental ram was higher when exposed to multiple oestrus ewes in comparison to other social conditions. Mounts/ejaculation was low in the audience ram condition in comparison to the other four social conditions.

Elementary Students' Perceptions of Role and Epistemic Authority in the Activity about 'Making a Pet Poster' ('애완동물 안내문 만들기' 수업에서 나타나는 초등학생들의 역할 인식과 인식적 권위)

  • Kang, Eunhee;Kim, Heui-Baik
    • Journal of The Korean Association For Science Education
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    • v.37 no.4
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    • pp.587-597
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    • 2017
  • If we, as educators, want to put students at the center of learning in science classroom, we must let students express their voices and exercise authority. To do this, we developed a classroom activity about 'Making a pet poster', and then we explored how elementary school students perceived their roles and expressed their authority during this activity. Fourth grade students from an elementary school in the city of Seoul participated in the activity, which was videotaped and recorded. We found that students expressed their epistemic authority differently in small group activities and in whole group discussions. In small group activities, they desired to show their authority as "pet experts" by using and selecting various resources from their everyday lives and transforming those resources into suitable forms in public spaces. Meanwhile, in whole group discussions, participants were classified as either presenters or audience members to verify their authority in regard to the pet poster activity; presenters desired to achieve recognition as "pet experts," and audience members assessed the presenters as "testers." In addition, they expressed authority as teachers by leading the whole group discussions. Based on these findings, this paper suggests the implications for new educational strategies to foster a student-centered learning environment.

Uses and Gratifications of TV Home-shopping Channels (TV홈쇼핑 채널의 이용과 충족연구)

  • Lee, Sang-Bong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.241-249
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    • 2011
  • This study takes a uses and gratification theory based approach to identifying the relation between TV home-shopping channel use motivation and purchase intention. The results are summarized as follows. First, in respect of TV home-shopping channel use motivation, the analysis results reveal three factors: convenience, information seeking, and entertainment. Among these, the factor of convenience was the first in the order of importance. Secondly, 1)It is found that use motivation also has some limited influence on purchase intention. 2)Selectivity and involvement degree, the sub-categories of audience activity, are found to be the variables with the highest prediction ability, suggesting a need to give a particular attention to them. 3)In addition, viewing amount, a variable of use behavior, is shown to have a significant influence on purchase intention. The followings are the implications of the study results. First, marketing strategies that enable maximization of shopping convenience are required. Second, there is a need to approach the delivery of TV home-shopping contents as a kind of broadcasting contents on their own rather than merely a medium for selling goods.

Performance Aspects and Meaning of Existence of the Silent Puppets (무언인형의 연행양상과 존재의미)

  • Heo, Yong-ho
    • (The) Research of the performance art and culture
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    • no.18
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    • pp.137-169
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    • 2009
  • This paper pay attention to silent puppets which appear in the traditional puppet performance. Not only movement of silent puppets which are involved with expression of body of the mime, but also various methods overcome limits of the silent are studied in this paper. Through the study of performance method and historic unfolding aspects, I confirm two main points. First point is that overcome limits of the silent, through the diversity of performance aspects. Second point is that silent puppets have been existed since the early stage of history, and show typical unfolding aspects on their way. Combining two main points, We can say that silent puppets go through continuous unfolding aspects on their way and have meaning of existence. The meaning of existence are that silent puppets seek deviant desire which deviate from everyday life and transcendental desire which seek a freedom through an imagination or an idea. It is interesting that the reasons of existence are associated with the emphasis of necessity which is encouragement of audience's desire and imagination that are necessary of accomplish of mime. After all, silent puppets say that diverse attempts which overcome limits of the silent are accomplished with the performance aspects and historic unfolding aspects, and through that sought unusual communication. Through the performance methods and signification aspects, silent puppets say that diverse groping for which maximize of audience's imagination, stimulation of imagination for audience's spontaneousness, and diverse groping for audience mind performance have been performanced as well. I think that those are the voice of silent puppets for activity of mime in the korea.

Can interactive cinema become a new epic theater in the 21st century? : Focusing on (인터랙티브 영화는 21세기의 새로운 서사극이 될 수 있는가? : <블랙미러: 밴더스내치>를 중심으로)

  • Kim, Jiyeon;Kim, Dogyun;Kwon, Hochang
    • Trans-
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    • v.12
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    • pp.245-274
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    • 2022
  • The interactive cinema is based on the interactivity between the cinema and the audience. The discussion of interactive cinema can be divided into two poles. One is to positively look at the possibilities of interactive cinema as a new format and to test with them in various ways. The other is the perspective of a critical warning that the interactivity of interactive cinema risks reinforcing biases while instilling the illusion of freedom and activity in the audience. Considering both of these perspectives, we try to find a way to realize the political and aesthetic possibilities of interactive cinema through characteristic analysis. To this end, we analyzed the interactive film , which has received public and critical attention, based on Brecht's epic theater as a theoretical and practical reference. We analyzed the text/contextual characteristics of this work in three dimensions - an interactive multi-branching structure, a self-reflecting Mise en abyme structure, and an active enjoyment of the audience - and compared them with the epic theater theory. Through this, we examined the conditions and possibilities of interactive cinema as a new epic theater in the new technological/media environment of the 21st century.