• Title/Summary/Keyword: Media Space

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Affecting Factors of Communication Satisfaction through the Perceived Media Richness : Focusing on Korea Photonics Technology Institute (지각된 매체 풍요도에 따른 커뮤니케이션 만족의 영향효과 : 한국광기술원을 중심으로)

  • Park, JaeSung;Kang, YuMi;Kim, JaeJon
    • Knowledge Management Research
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    • v.10 no.4
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    • pp.61-74
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    • 2009
  • Computer-mediated communication(CMC) media has various forms through the technical improvements of computer and network, and CMCs communication methods are also comparative free rather than any other existing media without the limitation of time and space. Various CMC media were adopted by a lot of organizations for their communication tool. Thus, it is important to understand relationships of affecting factors to user's communication satisfaction for choosing the effective CMC media in their organizations. In this paper, we identify factors that may affect the communication satisfaction of users that has utilized the CMC media, and validate empirically the relationships between the identified factors in KOPTI. In the research model developed and described herein, perceived media richness was significantly associated with communication satisfaction and perceived usefulness was significantly associated with perceived media richness. Furthermore, perceived ease of use was significantly associated with perceived usefulness.

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A study of user performed Virtual Space Storybook (사용자 참여 가상공간 스토리북 구현)

  • Park, Su Jin;Jung, Moon Ryul
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.115-122
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    • 2019
  • We In this study, We tested for artificial intelligence-based virtual space story books were planned. The proposed virtual space concept, a story book with the characteristics of Augmented Virtuality, was implemented Several steps are needed to proceed with the virtual space storybook's story. First, a user brings a real object in to virtual space and recognizes the real object with an artificial intelligence-based object-recognition software. Second, when object recognition progresses, the virtual 3D model is augmented in the virtual space, which is then inserted into the virtual space and rendered. Finally, software projected a virtual space storybook on the desk in which users can touch and select real-objects. This virtual space storybook was implemented using the new story-making technology by applying the virtual space concept. the Augmented Virtuality concept is to augment real objects based on virtual space. To confirm this we tested a user test using the virtual space storybook. the user seemed as if can the distinction between real objects and virtual images. Also very well and that understood the process of putting the real objects in virtual space.

Inquiry on the Socio-cultural Meaning of the Using Form and Environment of Smart Phone : Focused on the Viewpoint of Media-ecology Studies (스마트폰의 이용형태와 이용환경이 갖는 사회문화적 함의 고찰 : 미디어생태학적 관점을 중심으로)

  • Ha, Sung-Bo;Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.89-99
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    • 2011
  • This study has attempted to examine the socio-cultural implications of the using form and environment of smart phone and applications from the viewpoint of media-ecology studies. In so doing, this paper analysed the types of applications in SKT's application market T-store and in-depth interview on smart phone users. According to the study results, smart phone users organize mobile culture with individual curiosity and a desire for novelty depending on their personal tendencies and interest. Also, they use smart phone and applications as a sort of new complex mobile media and prescribe the role of smart phone and applications as their second body replacing themselves in a space using mobile. It means that new paradigm for a space using mobile could be formed by having created new space for communication through the mobile media.

Social Media Marketing Strategy

  • Nam, Jeongjung;Kang, Min Jung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.219-223
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    • 2022
  • The Internet can deliver various information and services at the lowest cost without time and space constraints while targeting the world among all existing means of communication. Unlike traditional media such as TV, newspapers, and radio in the past, promotions through mobile environments allow target customers to use two-way low-cost, high-efficiency promotional strategies regardless of time and place. With the development of the Internet, social media has developed into a place to acquire information about favorite companies and their products. Social media greatly contributes to the production of text, photos, videos, and various networks, and has expanded global communication and communication media through the interaction and sharing of various information. In addition, through social media, users can communicate in various ways, reveal themselves, and share and exchange information such as knowledge and personal thoughts. In line with these changes, corporate marketers and sellers are striving to provide consumers with appropriate information more quickly. We aims to find out about social media marketing strategies useful for companies.

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

  • 오인욱;이창윤
    • Korean Institute of Interior Design Journal
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    • no.28
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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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A PROPOSAL OF SEMI-AUTOMATIC INDEXING ALGORITHM FOR MULTI-MEDIA DATABASE WITH USERS' SENSIBILITY

  • Mitsuishi, Takashi;Sasaki, Jun;Funyu, Yutaka
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.04a
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    • pp.120-125
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    • 2000
  • We propose a semi-automatic and dynamic indexing algorithm for multi-media database(e.g. movie files, audio files), which are difficult to create indexes expressing their emotional or abstract contents, according to user's sensitivity by using user's histories of access to database. In this algorithm, we simply categorize data at first, create a vector space of each user's interest(user model) from the history of which categories the data belong to, and create vector space of each data(title model) from the history of which users the data had been accessed from. By continuing the above method, we could create suitable indexes, which show emotional content of each data. In this paper, we define the recurrence formulas based on the proposed algorithm. We also show the effectiveness of the algorithm by simulation result.

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THE CONSTRAINED ITERATIVE IMAGE RESTORATION ALGORITHM USING NEW REGULARIZATION OPERATORS

  • Lee, Sang-Hwa;Lee, Choong-Woong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.107-112
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    • 1997
  • This paper proposes the regularized constrained iterative image restoration algorithms which apply new space-adaptive methods to degraded image signals, and analyzes the convergence condition of the proposed algorithm. First, we introduce space-adaptive regularization operators which change according to edge characteristics of local images in order to effectively prevent the restored edges and boundaries from reblurring. And, pseudo projection operator is used to reduce the ringing artifact which results from extensive amplification of noise components in the restoration process. The analysed algorithm is stable convergent to the fixed point. According to the experimental results for various signal-to-noise ratios(SNR) and blur models, the proposed algorithms other methods and is robust to noise effects and edge reblurring by regularization especially.

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A Study on the Creation of Virtual Space using 2d Images (2D 이미지를 이용한 버츄얼 스페이스 (Virtual Space) 제작에 관한 연구)

  • Oh, Minjeong;Seo, Yongdeuk
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1292-1293
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    • 2022
  • 본 논문은 딱지본의 2D 이미지를 사용하여 3D 버츄얼 스페이스를 제작한 작품에 관한 글이다. 가상 공간에서 현실과 같은 활동이 활발히 이루어지고 있는 최근의 사회 현상에 관심을 두고, 딱지본의 이미지를 차용하여 과거의 낭만적인 시대를 여행하는 듯한 버츄얼 스페이스를 구현해 보았다. 이 작품은 포토샵 편집 과정을 거친 2D 이미지 파일들과 구글 3D 지도를 캡쳐하여 단계적 변환을 거친 3D 이미지 파일로 구성된다. 편집과 변환 과정을 거친 2D 와 3D 파일은 언리얼 엔진을 기반으로 화면에 배치하고 조합하여 버츄얼 스페이스를 제작한다. 2D 레트로 컨텐츠와 3D 가상 공간의 융합은 작품 제작에 있어 다양한 아이디어를 제공하고 새로운 표현 방식으로 확장 할 수 있는 가능성을 보여준다.

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A Study On Changes in Cheong-gye-cheon & in Media Discourse: Based on Media Discoruse During 1960s, 1980s, and 2005 in Each Period (청계천 공간의 변화와 시기별 미디어 담론 변화에 대한 일 사례 고찰: 조선일보의 1960년대, 1980년대, 2005년 담론을 중심으로)

  • Kim, Byung-Wook;Eom, Jeong-Yoon;Kim, Seung-Hyun
    • Korean journal of communication and information
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    • v.51
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    • pp.26-46
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    • 2010
  • This study interprets Cheong-gye-cheon restoration as a process of space production during expansion of capitalism, and performs discourse analysis in order to find out that how media discourse has been related to the production of Cheong-gye-cheon space in each period of historical changes. This paper is particularly concentrating on discovering regulation in discourse which connects people's experiences and perception towards certain ways in the relationship between newly producted space and media discourse. This paper construes the period of 1960s as a process which pre-modern bodies and facilities were changed into modern and urban 'daily life' by practicing a space which splitted in a concept of time efficiency. In 1980s, media represented the facilities which had been constructed at the Cheong-gye-cheon space as a 'disqualified facilities for a center of the city'. This is because, tertiary industries were emerged at the 'Gang-nam' in this period which widen the gap of finance between 'Gang-nam' and 'Gang-Buk'. The government wanted to redevelop this space in order to function accumulating capital efficiently. Therefore shop owners nearby Cheong-gye-cheon were forced to move out. The discourse, 'disqualified facilities for a center of the city', implicates this process. The media discourse in the 2000s produced the 'myth' through the 'signifier' such as artificially flowing water, fine scenery, historical but artificial structure and etc.. However, people can experience symbols of the artificial structures which leads people to the luxurious restaurants, coffee shops, and etc.. Naturally, the spectacles produced by media direct people to the homogeneous pattern of consume. This phenomena can be explained as a process which people practice, intentionally or non-intentionally, the capitalistic mode of production which changed from a period of production to a period of consumption.

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A Study on the Process Change of Spatial Design in a New-Media Environment (뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구)

  • Kang, In-Kyung;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.