• Title/Summary/Keyword: Media Use

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Social Media Performance: From the Perspective of Social Media Apathetic Behavior

  • Inwon Kang;Sungjoon Yoo
    • Journal of Korea Trade
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    • v.26 no.3
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    • pp.1-22
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    • 2022
  • Purpose - Social media platforms have presented individuals with an opportunity to create and maintain their social relationship through the use of social media services. However, such social relationship has a negative influence on users' interest in social media. Design/methodology - Using structural equation modeling, this study seeks to examines the effects of different social media conflicts (individual and social conflicts) on users' psychological internal state, especially user apathetic behavior Findings - The findings confirm that, among social media conflicts, social-related conflict, especially social interaction overload has a negative effect on cognitive resonance, while individual conflict has the highest effect on cognitive dissonance. Also, cognitive dissonance has a much greater effect than cognitive resonance on user resistance, this means that users' negative perception of social media has a greater influence on their resistance. Lastly, user's resistance was found to have a positive influence on user's apathetic behavior. Originality/value - In other to capture social media Apathetic behavior, this study focus on social media conflict perspective, which includes social-related conflict and individual conflict, which are found to influence users' internal states towards social media and further induce social media behavior. This study is unique because it is among the first to explore social media apathetic behavior by focusing on the influence of both external social media conflict and internal state. Also, this study proposed that social related conflict has a higher negative influence on WeChat user than individual related conflict.

The Impact of Digital Medium Quality on Learning Satisfaction, Sustainable Use Intention: Application Scheme of OSMU based on the Korean Classical Literature in grandculture.net (디지털 매체품질이 학습만족과 지속이용의도에 미치는 영향 : 고전문학의 원소스 멀티유즈(OSMU) 활성화를 위해 향토문화전자대전 사이트를 중심으로)

  • Hyun, Young-Ran;Chung, So-Yeon
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.1-10
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    • 2016
  • This paper focus on the digital media quality of one source multi-use for the vitalization of Korean classical literature. This paper examines the structural relationship between the quality of digital media and learning satisfaction/sustainable use intention through digital media. For this we used the case of The 'Encyclopedia of Korean Local Culture(www.grandculture.net)'. Thus we conducted a survey of 418 high school students attending a classical literature class which used the local culture DB. The result of this study demonstrates that quality of media content and media service quality affect the learning satisfaction even if media system quality does not affect the learning satisfaction. Learning satisfaction affect strongly. The result of multi regression showed that system quality increased the learning satisfaction in the high group, but system quality did not effect the learning satisfaction in the low group. These results indicate that if system quality is enhanced, learning satisfaction will be slightly increased, and if quality of contents and services is enhanced, learning satisfaction will be strongly increased.

Informix Media Asset Management

  • BBC Case Study
    • Proceedings of the Korea Database Society Conference
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    • 1998.09a
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    • pp.83-98
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    • 1998
  • Who needs Media Asset Management? ◆ Publishers ◆ Any company publishing newspapers, magazines, catalogs or web sites. ◆ Content Creators ◆ Companies who create content for use in their business ◆ Broadcasters, Advertising Agencies, Studios, Sports Houses (NBA, NFL), Corporate Training Depts, Retailers ◆ Content Distributors ◆ Cable Operators, Telecoms, Internet Service Providers, Online Service Providers Who needs Media Asset Management? ◆ There's a LOT of money being spent on this kind of technology, and not just by 'media' companies ◆ Retailers, for catalogs, web sites, call centers ◆ Chems/Pharms, for drug. discovery, knowledge management ◆ Legal, for document and knowledge management ◆ Federal, for video surveillance and knowledge management ◆ Manufacturing, for integration of CAD, text and business-to-business applications ◆ Anyone with a Web/Content Management challenge(omitted)

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Steam Treated Sawdust as Soilless Growing Media for Germination and Growth of Horticulture Plant

  • Jung, Ji Young;Ha, Si Young;Yang, Jae-Kyung
    • Journal of the Korean Wood Science and Technology
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    • v.45 no.6
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    • pp.857-871
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    • 2017
  • The major substrates used in soilless growing media are peat moss and perlite, where peat moss is a limited and expensive natural resource. Determination of appropriate substrates based on technical and economic feasibility is the vital aspect of research and the key to success in any soilless production system. This research work was performed to evaluate different low-cost and sustainable alternative substrate as soilless growing media for horticulture plant. The objective of this study was to compare the effect of sawdust species and steam treatment, for physico-chemical properties and growth of horticultural plant. This study involves the physical and chemical characterization and growth test of four substrate (pine sawdust, oak sawdust, steamed pine sawdust and steamed oak sawdust) in order to evaluate their use as components of growing media. Steamed oak sawdust ($121^{\circ}C$, 30 min) showed adequate physical and chemical properties compared to peat moss for their use as growing media. The growing media were prepared using different mixture proportion to grow Brassica campestris L., Festuca arundinacea and Lespedeza cyrtobotrya Miq. The highest germination, stem length and leaf area of Brassica campestris L., Festuca arundinacea and Lespedeza cyrtobotrya were observed in 30 minute steamed oak sawdust mixture growing media. The steam treatment condition of sawdust used in the growing media significantly positive affected the germination, the stem length and the leaf area.

An Experimental Study on the Design of Digital Media Systems using Hue and Color Contrast (색조와 색상차를 이용한 디지털 미디어 시스템의 설계 방안에 대한 실험적 연구)

  • Kim, Jin-Woo;Jeon, Seok-Won;Lee, Su-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.133-156
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    • 2007
  • The wide spread of the Internet and personal computers does not only alter the form of content from analog to digital, but also lead to the emergence of a new digital media system that is different from analog media system. The digital media system is a convergent media that includes both public and private systems from the perspective of use-limitation, as well as storage and enjoyment systems from the perspective of use-purpose. The major goal of this research is to suggest and empirically verify an effective way of presenting the perception of places that are converged in the digital media system. Involvement and motivation are suggested as key conceptual factors and color contrast and hue are suggested as concrete design factors to make people perceive corresponding places. Results of our controlled experiment indicated that the color contrast and hue significantly affected the perception of place, and consequently, influenced usability of the digital media system. This paper ends with implications that can be used to construct appropriate perception of places for the media system of digital products.

A survey and Analysis An analysis on the Image Media Status of Educational Institution for Infants and Children (영유아교육기관의 영상매체 사용 실태조사 및 분석)

  • Lee, So-Hyun;Mo, A-Ra
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1499-1506
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    • 2018
  • The purpose of this study is to analyze the status and use of the image media in education institutions for infants and children to find out about the required image media in education institutions for infants and children. The survey included 184 teachers working in kindergartens and daycare centers in Seoul and Gyeonggi Province. They were then surveyed and statistical analysis was conducted. As a result of the study, the image media in possession and the image media in use were different. There were also differences between teacher age and class age. The results of these studies helped to identify unnecessary image media in education institutions for infants and children. It is also believed that it could contribute to providing basic data on the image media to be supported and the image media to be developed.

Policies of Broadcasting and Telecommunication In Smart Media Convergence Age: Focus on the Policy Paradigm and Public Relations Strategies for Dynamic Quality of Life (스마트미디어융합시대 방송통신정책: 삶의 질을 위한 정책 패러다임과 정책 PR을 중심으로)

  • Park, Sung-Ho
    • Journal of Digital Convergence
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    • v.9 no.5
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    • pp.99-111
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    • 2011
  • Nowadays, the rapid progress and worldwide use of smart-media(SNS) has resulted in coming of the smart media convergence age. In practice, however, the effectiveness of smart media convergence society is limited by the difficulties of using it, which include accessibility, waiting for loading, clutter, old information, privacy risks, expensive communication, etc. The conquest of these difficulties must be policy target of broadcasting and telecommunication for high quality of communication life. From this perspective, this paper proposes a new policy of broadcasting and telecommunication based on the dynamic quality of life for the smart media convergence society. This smart convergence policy will not promote only the development and production of smart media contents but also its stable supply and it will secure the accessibility and privacy. In conclusion, this paper reveals that the components of quality of life are important elements of broadcasting and communication policies which will eventually lead to the popular use of smart media and enhance its quality.

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.243-248
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    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

Electronic Media and New Configurations of the Content of Modern Educational Practices

  • Skurativskyi, Vadym;Shyrman, Roman;Sharolapova, Nina;Nehreskul, Ihor;Molokanova, Olha
    • International Journal of Computer Science & Network Security
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    • v.22 no.4
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    • pp.401-407
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    • 2022
  • Electronic media are an integral part of modern civilization; educational practices are no exception, which should change the content orientations, structures and methodological approaches in accordance with the requirements of the educational market. This makes it relevant to find effective and successful configurations in the process of implementing modern educational practices. The purpose of the research lies in determining the basic principles of electronic media and their place in modern education, identifying the effectiveness of teaching disciplines with application of electronic media, as well as establishing the level of assessment by students of the need to involve different types of electronic media in the educational process and professional practice. The research methodology is complex; the descriptive method and methods of observation, analysis and synthesis have been used in the academic paper. The method of pedagogical experiment has become the principal one; the method of questionnaires and statistical methods have been also used. The hypothesis of the academic paper lies in the fact that the involvement of electronic media in the educational process makes it more effective and requires conceptual changes in educational practices. The result of the research manifests in the identification of new opportunities for the use of electronic media, leading to conceptual shifts in the framework of modern educational policies. In the future, it will be appropriate to consider the theoretical aspects of changing worldview models in education and the use of new media in the educational process, their effectiveness and relevance.

Online Social Media Review Mining for Living Items with Probabilistic Approach: A Case Study

  • Li, Shuai;Hao, Fei;Kim, Hee-Cheol
    • Smart Media Journal
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    • v.2 no.2
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    • pp.20-27
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    • 2013
  • The concept of social media is top of the agenda for many business executives and decision makers, as well as consultants try to identify ways where companies can make profitable use of applications such as Netflix, Flixster. The social media is playing an increasingly important role as the information sources for customers making product choices etc. With the flourish of Web 2.0 technology, customer reviews are becoming more and more useful and important information resources for people to save their time and energy on purchasing products that they want. This paper proposes the Bayesian Probabilistic Classification algorithm to mine the social media review, and evaluates it by different splits and cross validation mechanism from the real data set. The explored study experimental results show the robustness and effectiveness of proposed approach for mining the social media review.

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