• Title/Summary/Keyword: Culture of Internet

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A study on the smart band, technologies, and case studies for the vulnerable group. - The Digital Age and the Fourth Industrial Revolution.

  • YU, Kyoungsung;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권1호
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    • pp.182-187
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    • 2022
  • This study aims to study non-rechargeable wrist-type smart bands for those vulnerable to the digital environment. The transition to the digital age means improving the efficiency of human life and the convenience of management. In the digital age, it can be a very convenient infrastructure for the digital generation, but otherwise, it can cause inconvenience. COVID-19 is spreading non-face-to-face culture. The reality is that the vulnerable are complaining of discomfort in non-face-to-face culture. The core of the digital environment is smartphones. Digital life is spreading around smartphones. Technology that drives the digital environment is the core technology of the Fourth Industrial Revolution. The technologies are lot, big data, Blockchain, Smart Mobility, and AI. Related technologies based on these technologies include digital ID cards, digital keys, and nfc technologies. Non-rechargeable wrist-type smart bands based on related technologies can be conceptualized. Through these technologies, blind people can easily access books and manage their ID cards conveniently and efficiently. In particular, access authentication is required wherever you go due to COVID-19, which can be used as a useful tool for the elderly who feel uncomfortable using smartphones. It can also eliminate the inconvenience of the elderly finding or losing their keys.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

모자 제품의 구매 행동과 평가 기준 (Purchasing Behavior and Evaluation Criteria on Hat Products)

  • 김차현;박재옥
    • 복식문화연구
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    • 제17권6호
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    • pp.1068-1082
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    • 2009
  • The purpose of this study was to investigate empirically the consumer behavior regarding the purchase of millinery items in relation to their evaluation criterion and demographic characteristics. The survey was carried out to 395 individuals in their 20s and over who were quota sampled according to age and gender. The collected data were statistically treated with the SPSS 12.0 program in terms of descriptive statistics, cross tabulation, t-test, one-way ANOVA, factor analysis, Cronbach's $\alpha$ coefficient and Duncan-test. The 20s and 50s over were more interested in hat products than other ages. Female consumers obtained the most information about hat products from store visits, TV and magazines. On the other hand, male consumers had it from the acquaintances and internet. Younger consumers more often utilized internet to have it. Their main purchase location was department stores. The younger purchased it more in traditional market, the older purchased it more in mega wholesale market or discount store. The consumers of hat products considered the intrinsic classification most when buying hats. The evaluation criteria employed by them were aesthetics, quality, and external attributes. Hat consumers were more concerned about aesthetics attributes than the other two criteria. Female consumers and consumers who are more interested in the hat and have a higher level of education and income considered aesthetics attributes most important.

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Intra-organizational Conflict and Innovative Performance in Media Industry: An Exploratory Simulation Study

  • Cheon, Youngjoon;Jeong, Seong Bin;Kwak, Kyu Tae
    • 인터넷정보학회논문지
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    • 제19권2호
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    • pp.89-98
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    • 2018
  • Media industry is attempting various types of strategic innovation in the content and organization as they enter transition period. However, previous research has casually treated the organizational culture from the management and realized that cognitive/cultural differences between the specific departments yield conflicts. This means the researchers explored less on the decision-making process with the conflict between sub-groups and constituent in the organization. Our study reviewed the most positive method to achieve the innovation outcome through the conflict management within the organization based on the behavioral theory of the firm and applied computer simulation model for analysis to construct the quantitative scenario and infer the result. Conflict always found while media organization experiences innovation within the groups. However, in the long term, securing the independence through the certain state of 'anarchy' which possibly lead consensus implies significance rather to comprise collegiate system for unilateral control. In specific, this study explored the issues in 'conflict management' that has been evaded in media organization research through NK simulation model.

Study on the Establishment of Internet Homepage of Non-profit Association -Focusing on the use case of web platform 'I'mweb'-

  • Moon, Phil Joo
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.18-24
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    • 2020
  • The Korea Textile and Fashion Industry-Academic Association, which was established in 2004, has been operating without its own homepage until now. In 2019, it was judged that it was urgent to manage new members and build an installed homepage. Therefore, the program provided by 'I'mweb' was used by comparing domestic and overseas website manufacturers, and the reason is as follows. First, 'I'mweb' provides a web builder solution that allows individuals to easily create web sites without IT expertise such as program development, use of photoshop, and coding. Second, it faithfully provides bulletin boards and member management functions necessary in Korea, such as internet homepage builders and shopping mall production services. Third, there is an advantage in that it is easy to manage the homepage because it is convenient to use Q&A service through the administrator when building the web. However, it provides a responsive web function, but it is regrettable that the compatibility between PC and mobile is not smooth. This study is expected to be used as basic data for related research that needs help in opening a website in the future.

러시아인들의 한국에 대한 이미지 연구 - 인터넷 블로그 분석 및 설문조사를 중심으로 (National Image of South Korea Held by Russian Netizen: Focusing on Internet Blogs and Survey analysis)

  • 강수경
    • 비교문화연구
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    • 제26권
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    • pp.379-404
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    • 2012
  • This study aims to investigate national image of South Korea held by russians. Surveys(based on Free-association Image) and discussion were conducted on LiveJournal (internet blog) with russian netizen. A national image is influenced by a subjective perspective rather than an objective one. Therefore, an image can differ substantially from reality. Futhermore, it takes a long time to change an established image, particularly to a positive image. According to the results, the image of South Korea were dominated by unstable political situations, especially factors related to North Korea. In addition, based on Free-association image, thinking about Korea or Korean, most russians recognize Korea(South) with North Korea. Above all Russians recognize Korea, basing their images on factor of the past or their neighbors-russian korean- or famous Korean brand like Samsung, LG, Hyndai, "Dosirak". Russian netizen did not recognize South Korea as one of leading countries in Asia, paying little attention to South Korea compared to China or Japan. We belive that it is necessary to consider these situations in future efforts to enhance the national image of South Korea.

The Influence of Learning Styles on a Model of IoT-based Inclusive Education and Its Architecture

  • Sayassatov, Dulan;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • 제26권5호
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    • pp.27-39
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    • 2019
  • The Internet of Things (IoT) is a new paradigm that is revolutionizing computing. It is intended that all objects around us will be connected to the network, providing "anytime, anywhere" access to information. This study introduces IoT with Kolb's learning style in order to enhance the learning experience especially for inclusive education for primary and secondary schools where delivery of knowledge is not limited to physical, cognitive disabilities, human diversity with respect to ability, language, culture, gender, age and of other forms of human differences. The article also emphasizes the role of learning style as a discovery process that incorporates the characteristics of problem solving and learning. Kolb's Learning Style was chosen as it is widely used in research and in practical information systems applications. A consistent pattern of finding emerges by using a combination of Kolb's learning style and internet of things where specific individual differences, learning approach differences and IoT application differences are taken as a main research framework. Further several suggestions were made by using this combination to IoT architecture and smart environment of internet of things. Based on these suggestions, future research directions are proposed.

신제도론의 관점에서 본 인터넷 중독 융합정책의 새로운 방향에 대한 연구 (A Study of a New Direction of Internet Addiction Convergence Policy through the New Institutionalism's Point of View)

  • 고영삼
    • 디지털융복합연구
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    • 제15권3호
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    • pp.39-46
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    • 2017
  • 본 연구의 목적은 우리나라에서 인터넷 중독 정책에서 나타나는 문제점에 대해서 고찰하고, 융합적 담론 구조에 의한 합리적 국가 정책의 전달체계를 모색하는 데 있다. 이를 위해 문헌연구를 통해 신제도론적 입장에서 현황을 분석하고 또 새로운 대안을 모색했다. 현재 우리나라에는 각 부처간 서로 다른 이해관계 때문에 정부 부처간, 그리고 정부, 기업, 시민사회간 다양한 갈등양상이 전개되는 것으로 나타났다. 신제도론 입장에서는 현재의 중앙정부가 주체가 된 정책 시스템을 향후 지방정부로 이전시키는 한편, 정부가 독점한 주도권을 정부, 기업, 시민사회가 함께 공유하여 거버넌스 형태로 운영하는 것이 최선인 것으로 도출되었다. 10개 중앙정부 협의체 형식의 국가시스템이 아니라 주민생활권 단위의 광역지방정부가 지역공동체 내의 기업, 학교, 시민사회 등과 협력하여 정책을 추진하는 것이다. 이 융합 모델은 현재의 부처간 고착화된 경쟁 구조 때문에 발생하는 갈등을 넘어 중독으로 인해 고통받는 주민에게 더 유익한 대안이 될 것이다. 또한 향후 지역공동체 내에서 정신건강 서비스의 전달체계 연구의 단초가 되기를 기대한다.

대학생의 개인특성, 인터넷 사용특성, 음란물 노출과 반사회적 성의식 간의 구조모형 (The Effects of Personal Characteristics, Internet Usage Characteristics and Exposure to Pornography on Anti-Social Sexual Perception Among College Students - Using Structural Equation Model Analysis)

  • 양현주;김원순
    • 문화기술의 융합
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    • 제7권2호
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    • pp.35-48
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    • 2021
  • 본 연구는 대학생의 개인특성과 인터넷 사용특성, 음란물 노출 및 반사회적 성의식과의 관계를 규명하기 위해 모형을 구축하고 이들 요인간의 관계를 규명하고자 시도되었다. 연구대상은 B시 소재 만18세 이상의 대학생 360명을 대상으로 하였으며, 수집된 자료는 IBM SPSS 21.0/AMOS 22.0 프로그램으로 분석하였다. 수정모형의 적합도 지수는 수용기준을 충족하였다(𝛘2/df=2.786, GFI=.95, AGFI=.92, SRMR=.06, RMSEA=.07, NFI=.89, CFI=.93, TLI=.90). 경로분석 결과, 대학생의 반사회적 성의식에 직접적인 영향을 미치는 변수는 개인특성과 음란물 노출이었으며, 간접적인 영향을 미치는 변수는 인터넷 사용특성이었다. 반사회적 성의식에 직접적인 효과가 가장 큰 것은 음란물 노출이었으며, 음란물 노출은 개인특성과 인터넷 사용특성의 직접적인 영향을 받는 것을 확인하였다. 따라서 대학생의 반사회적 성의식 감소를 위해서는 음란물 노출에 직접적인 영향을 미치는 개인특성 및 인터넷 사용특성을 조절하는 방안이 마련되어야 할 것이다.

조선시대 규방문화를 반영한 패션디자인 개발 - 여성수식 장신구를 중심으로 - (Development on the Fashion Design Reflecting Gyubang Culture of Chosun Era - Focusing on the Personal Ornaments of Woman's Gache -)

  • 홍은정;간호섭
    • 패션비즈니스
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    • 제13권1호
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    • pp.67-81
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    • 2009
  • The culture of each era make their own art, and it is certain a sense of beauty is changed according to a flow of era. We can find an unique beauty in the traditional culture of one era. And it is formed by the local and climatically influences according to their own ethnic character. Furthermore, an unique beauty is became an important element in forming the culture. That is, it is the universality in general. What is important is to develop of one's tradition on the background of the past for the future. This study is focused on the personal ornaments of women's Gache among the Cyubang culture in Chosun era. Throughout the study of clothing design that applies various decorative elements like an ornamental hairpin, a chignon ornament, and ttoljam among the women's Gache, this study is proposed to internationalize of clothing design utilizing the Korean specific character. The concepts of this study are as follows : First, grasp a definition and notion about Gyubang Culture of Chosun Era. Second, consider the definition of ornamental culture and the specific characters and kinds of women's ornaments. Third, analyze the trend and examples in the modern fashion applying women's ornaments. The method of this study included national science and literature, fashion magazines, newspapers, internet, and the research of like materials, with the intent to set a foundation for understanding ornamental design. Throughout these backgrounds, I try to develop and make six modern clothing design that applies women's Gache.