• 제목/요약/키워드: Media Environment

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Trends in Research on Communication and Media in Indonesia: The Micro Meta-Analysis on Perspective, Theory, and Methodology

  • Bajari, Atwar
    • Asian Journal for Public Opinion Research
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    • 제5권1호
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    • pp.41-62
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    • 2017
  • The political reformation in Indonesia is a determinant factor of the change in political communications and the roles of media. Currently, the political elites need media support, since it contextually has a significant role. Whoever has a good relationship with the media, will be loved by the public. On the other hand, the media also have a vested interest in the elite in running businesses and building the power of industry. Policies and capital pose a challenge to maintaining the continuity of the media. Independence and control of media are at stake, when the interests of the media and the elite collaborate with each other and then build a benefit on both sides. Meanwhile, the role of social media also cannot be neglected. The Indonesian political communication system is characterized by the presence of social media in a pseudo-relationship between the elite and the public. This paper tries to explain the growing trends of research in the academic environment and the research trends in political practice in Indonesia after the occurrence of post-reformation era in legislative and executive elections. The method used is the meta-analysis of research outcomes of university (dissertations) and secondary data sources. Data processing is done by meta-analysis of secondary data. The results of meta-analysis research indicate that, the objective conditions, in Indonesia, especially the political conditions, stimulate new spaces in communication research. The study of political communication becomes dominant in the academic environment. In addition, communication research is also characterized by a shift from the linear perspective (positivistic paradigm) to the interactive perspective (naturalistic paradigm). On the other hand, the development of politic and governance situations in Indonesia has prompted the establishment of polling agencies that help citizens understand the maps of political power and candidates in general elections and regional head elections.

로커티브 미디어의 증강현실과 사회적 현존감에 대한 고찰 (A Consideration of Social Presence and Augmented Reality in Locative Media)

  • 최승영;장우진
    • 한국콘텐츠학회논문지
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    • 제11권8호
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    • pp.88-101
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    • 2011
  • 로커티브 미디어는 단순히 기존 미디어에 물리적인 좌표값이 더해진 것이 아니라 사용자 개개인의 공간, 장소, 위치를 미디어의 속성으로 포섭하였다는 점에서 본질적인 특성을 지닌다. 이 연구는 연구자가 현재 로커티브 미디어 콘텐츠들이 '위치 정보에 기반'하고 '증강현실'과 밀접한 관련을 맺은 채 제작되는 경향에 주의를 기울이면서 시작되었다. 연구자는 기술의 발전으로 미디어 환경이 변화할 때 매체 이용자들의 심리적인 경험 관여가 어떻게 발현되는지, 구체적으로는 현재의 로커티브 미디어 환경에서 로커티브 미디어를 통해 형성되는 사용자들의 '사회적 현존감 인식'이 어떠할지 의문을 느꼈다. 특히 로커티브 미디어를 통해 형성되는 사용자들의 사회적 현존감 인식이 기존 컴퓨터 매개 커뮤니케이션(CMC)의 특징과 상충되는 요소들을 지니고 있다는 점은 이러한 의문을 증폭시키는 역할을 하였다. 연구자는 이 연구를 통해 현재 로커티브 미디어 환경에서 적절한 현존감 모형을 제안하고, 매개화된 상호작용의 채널로서 로커티브 미디어에서 형성되는 사회적 현존감의 특성을 알아보며, 여기에 로커티브 미디어의 '위치 정보 기반' 속성과 '증강현실'이 기여하는 바를 정성적인 방법론으로 살펴보았다.

미디어스킨 기반의 그래픽 조형 요소에 관한 연구 (Research about Graphic Modeling Element of Media Skin)

  • 김문석;오문석
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.151-158
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    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

잎새버섯 봉지재배시 적정 배지량 및 발효톱밥 첨가효과 (Determination of Proper Amounts of Media and Effects of Fermented Sawdust Addition on Yields of Grifola frondosa in the Bag Culture)

  • 이재홍;문윤기;정태성;최준근;박영학;김경희;유영복
    • 한국버섯학회지
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    • 제10권4호
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    • pp.179-183
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    • 2012
  • 잎새버섯 적정 배지량 구명시험에서 배지량별 균사배양 소요일수는 1kg 30일, 2kg 39일, 2.5kg 42일 및 3kg 45일로서 배지량이 많을수록 배양일수가 늘어났고, 수확 소요일수 또한 93일에서 104일로 늘어났다. 수량에서는 1kg 봉지에서는 103.3g, 2kg 봉지 227.2g, 2.5kg 봉지 245.5g, 그리고 3kg 봉지 312.0g으로 배지량이 증가할수록 수량이 증가하였다. 잎새버섯 발효톱밥 첨가효과 구명시험에서 균사배양 소요일수는 발효톱밥을 첨가한 처리에서 4~7일 정도 빨랐고, 수량은 발효 참나무톱밥을 첨가한 처리에서 함박 1kg 봉지당 145.2g, 잎새1호 121.2g으로 가장 높게 나타났다. 발효활엽수 톱밥 첨가율에 따른 시험관칼럼배지를 이용한 균사생장속도조사에서는 발효활엽수 톱밥을 60%까지 증가시켰을 경우 생장속도가 점점 빨라졌으며, 80% 첨가에서는 다소 낮아지는 경향이었다.

사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 - (A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media -)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제21권4호
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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엽채류의 환경제어 모델연구 III. 배지와 양액 종류에 따른 식물의 생육변화 (Studies on the Modeling of Controlled Environment in Leaf Vegetable Crops)

  • 박권우;신영주;원재희;이용범
    • 생물환경조절학회지
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    • 제2권1호
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    • pp.9-15
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    • 1993
  • 양액재배시 배지 및 양액종류의 차이가 백경채, 탑채, 상추, 쑥갓 및 잎들깨의 생육에 미치는 영향을 구명하고자 실시한 실험의 결과는 다음과 같다. 1. 전반적으로 순수담액처리구와 혼합상토의 생육이 크게 차이나지는 않았으나 순수담액처리구의 생육이 가장 양호하였고, 모래배지에서의 생육이 가장 저조하였다. 백경채, 탑채, 상추와 잎들깨의 생육은 순수담액의 산기양액처리구에서 가장 좋았으며 쑥갓의 경우 양액종류에 관계없이 순수담액처리구에서 생육이 양호하였다. 2. 엽록소의 상대적 함량은 처리간에 큰 차이가 없었다. 3. Vitamin C의 함량은 처리구간에 차이가 크지 않았으나 공시작물 공히 전반적으로 양액의 종류에 상관없이 혼합상토처리구가 가장 높았고, 모래배지가 가장 낮았다. 그러나 잎들깨에서는 모래배지와 순수담액배지간에 차이가 없었다.

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한국실내디자인에 있어 매체적 표현 경향에 관한 연구 (A Study on the Media Expression Trend in Interior Design of Korea)

  • 오인욱;이창윤
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.11-16
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    • 2001
  • All vague and constructions of contemporary cultural environment have been reorganized and the relationship between people and culture can't follow development speed of rapid material civilization development and being informationalized. Because of the circumstances, physical environment is changing into other cultural environment, existence of human being is at a crisis. Physical value precedes mental value and rapid changing causes culture lag. Modernism design of 20th century suggested standard, simplicity and mass production methods, but nowaday, as human being complexity is increasing, information-media are needed to satisfy that. Namely usual design thoughts have to be changed because our life is surrounded by many kinds of powerful media sings and various mixed cultural circumstances. People predict that the characteristics of new ages are 'Immateriality', 'Sensoriality', 'multimedia'. Amongst them, medial spatial characteristics will be eventually remarkable in commercial space which is coincided with economic logic and multilateral culture. This study is a focus on commercial space which emphasis contemporary medial characteristics and observes medial meaning and various technique through some experimental works in Korea. Also this study's purpose is to examine design directions which correspond with contemporary Korea culture.

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Tangible Cooperation in Shared Virtual Environment

  • Irawati, Sylvia;Kim, Jong-Phil;Kim, Jin-Wook;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.214-220
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    • 2009
  • Recent advanced technologies enable multiple users to share the virtual environment and work together as they are collocated. Additional sensory information such as haptic could improve the cooperation. In this paper, we propose a server-client architecture with multi-rate haptic control to support a tangible cooperation. Using our approach, the system is able to maintain a consistent simulation state across multiple users as well as to provide a highfidelity stable haptic interaction. To verify our approach, we have developed an experimental application and tested the cooperation among multiple users. The results confirm that our system is able to provide coherency among clients as well as haptic transparency.

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쉐이더 구조를 위한 마이크로 아키텍쳐 시뮬레이션 환경 (A Cycle-Accurate Simulation Environment for Shader Architecture)

  • 하상원;이원종;한탁돈
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2006년도 한국컴퓨터종합학술대회 논문집 Vol.33 No.1 (A)
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    • pp.196-198
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    • 2006
  • Shader architecture is one of the fastest growing fields in the ever advancing 3D graphics, and massive amounts of Ideas and technologies are being introduced to the market continuously. In this paper, we present a flexible cycle-accurate simulation environment to accelerate and alleviate the process of developing and verifying these ideas and technologies. Combination of 3D graphics API and hardware simulator allows OpenGL applications to be emulated off-the-shelf for a given shader micro-architecture. Easily modified parameters allow the simulation environment to be tailored to specific demands or requirements.

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Real-Time HD Watermarking System in DTV environment

  • Hahm Sangjin;Lee Keunsik;Park Keunsoo
    • 방송공학회논문지
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    • 제10권2호
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    • pp.131-138
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    • 2005
  • High-quality digital broadcasting contents are susceptible to illegal copy and unauthorized redistribution, which makes broadcasters difficult to protect valuable media assets. So, broadcasters and content providers need the technology for copyright protection of professional digital content. Digital watermarking technology is one of the most actively developed solutions for the copyright protection. This paper suggests the requirements of watermarking technology in DTV(Digital TV) environment for copyright protection and shows the developed real-time watermark embedding/detecting system for HD(High Definition)/SD(Standard Definition) video and experimental results of the system against watermark attack tests. Our watermarking system meets the watermarking requirements of invisibility, robustness and security of DTV environment.