• Title/Summary/Keyword: Media involvement

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A Study on the Political Campaign Strategy applying the effect of Media Engagement (미디어 인게이지먼트의 효과를 활용한 정치캠페인의 전략 연구)

  • Kim, Man-Ki;Kim, Su-Bean
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.13-24
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    • 2014
  • This study is the first model to apply the concept of media engagement to a political campaign by which the voters' mind toward the supporting political candidates, are read. Thus it provides the theoretical and practical implications to the political campaign, and eventually contributes to the development of democracy. For these objectives, the total of 729 people who have the right to vote were telephone surveyed using the peoplemeter, CATI program in the 18th Presidential Election (12 areas including Seoul) of Dec. 19th 2012, and Re and By-election of April 24th 2013. Research question is to examine how the 5 attributes of the media engagement (interest, immersion, relevance, satisfaction and participation), play a role as the moderating variables in cross-correlation, socio-economic status and media properties. The result shows that of the five properties of media engagement, the relevant factor is the important parameter of mediating variable to the causal relationship. The media usage (TV, SNS, print media), socio-economic status (gender, age, income, marriage and area), involvement and the Presidential Election, and Re and By-election are also effective in the five attributes of media engagement. These results suggest that the a study model can measure the campaign effectiveness. This study will contribute significantly to the development of politics, election, media, advertising, and public relations area as well as to promote interdisciplinary research.

Studies on the Demands of Development Program of Silver Industrial Professionals in the Northern Gyeonggi-do Area (경기 북부 실버관리인력 양성 과정에 관한 수요도 조사)

  • Choi, Byung-Bum;Kim, Sung-Hoo;Lee, Young-Joo;Yu, Jin-Hyun
    • The Korean Journal of Food And Nutrition
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    • v.21 no.4
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    • pp.583-591
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    • 2008
  • The principal objective of this study was to assess the demands of the development program of silver health care professionals for elderly individuals residing in the Northern Gyeonggi-do area. To this end, a survey was conducted to investigate college students and employees related with elderly individuals in the area regarding their recognition, interest, and involvement in the labor training program. In the case of college students, the health education they had received was only 1 to 2 hours, from a school lecture(35%). The content of health education they desired was exercise(34%) and stress management skills(28%). The sources of health information they received included mass media(77%) and the internet(12%), and they trusted the information they received from health professionals(45%), and the mass media(34%). In the case of health professionals who were working at silver care facilities, the sources of health information to which they had access were mass media(51%), internet(14%), reliable health professionals(56%), mass media(22%), and books related to health (18%). The principal issues they reported as being relevant to the elderly were dementia(39%), hypertension(14%), arthritis (11%), and they reported that the most important personnel for elderly in the future would be care managers(44%), and care helpers(21%). 88% of subjects believed that there was a need for a silver welfare integrated information system. 43% of subjects used the internet, 77% of them required in-service training programs for the welfare of the elderly. Via this developmental program of silver health care professionals, a variety of new job opportunities can be provided in the future, and a program related to the silver service industry must be established as soon as possible.

A Study on the Effects of Early Adolescents' Developmental Environment on their Delinquent behavior : Focused on the Mediating Effects of Media Environment (초기 청소년의 발달환경이 비행행동에 미치는 영향 : 매체환경의 매개효과를 중심으로)

  • Hyun, Ta Kyung
    • Journal of the Korea Convergence Society
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    • v.9 no.4
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    • pp.271-283
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    • 2018
  • This study aimed to investigate the effect of adolescent development environment including parenting attitude, peer relationship, and school environment on delinquent behavior, and between these relationships, the mediate effect of media environment such as computer and mobile devices. The $6^{th}$ year data from Korean Children & Youth Panel Survey (KCYPS) was used and the subjects were limited to 518 students of $7^{th}$ grade who are in their early adolescence. The result shows that adolescents under more affectionate, over involvement, and abusive parenting attitude will commit delinquent behaviors more frequently, and so does alienated youth from their friends. Parenting inconsistency and communication with friends make them use computer and cell phone more often, and excessive media usage increases adolescent's delinquent behavior. In conclusion, family environment and peer relation have influence on adolescents' delinquent behavior. Therefore, there is necessity to build development environment that prevent adolescents' delinquencies like parent education program or peer communication program for example. Also, proper education program for using computer or cell phone usage can reduce adolescents' delinquent behaviors, especially when its addictive aspect was recently issued.

Studies on the Satisfactions of Eldery Welfare Professionals in the Northern Gyeonggi-do Area (경기북부 노인복지 전문인력에 대한 만족도 연구)

  • Choi, Byung-Bum
    • The Korean Journal of Food And Nutrition
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    • v.22 no.2
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    • pp.215-222
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    • 2009
  • The principal objective of this study was to assess the demands and satisfactions of silver welfare professionals for elderly individuals residing in the Northern Gyeonggi-do area. To this end, a survey was conducted to investigate elderly individuals and employees related with them in terms of their recognition, interest, and involvement in a labor training program. The sources of health information the subjects received included mass media(50%) and health professionals(41%), and they tended to trust the information they received from health professionals(64%) and the mass media(26%). In the case of health professionals working at silver care facilities, the sources of health information to which they had access were: mass media (51%), health professionals(20%), internet(14%), reliable health professionals(56%), mass media(22%), and books related to health(18%). Elderly subjects' reasons for satisfaction with the facilities were as follows: access to meals(32%), elderly communities(24%), and good facilities(22%), whereas the reason subjects reported dissatisfaction with social difficulties(68%), bad facilities(20%), and programs(12%). The degrees of satisfaction of the respondents with the facility's employees were reported as follows: life manager(28%), nurse(16%), and social worker(15%), whereas the subjects reported some degree of dissatisfaction with: nurses(29%), care helpers(17%), and facilities officers(13%). The priorities of the elderly welfare-related information were: disease and health(49%), daily life support(17%), nursing(11%), welfare facilities(8%), and the principal issues they reported as being relevant to elderly individuals were: palsy(16%), arthritis(14%), diabetes (12%), hypertension(10%), dementia(6%). They reported that the most important personnel for elderly in the future would be care managers(44%) and care helpers(21%). Via this developmental program of silver health care professionals, a variety of new job opportunities may be provided in the future, and a program related to the silver service industry must be established as soon as possible.

Fluid Interaction of Digital Media -Based on Net Art- (디지털미디어의 유동적 인터렉션 - 넷 아트를 중심으로 -)

  • Kim, Hyung-Nyun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.193-201
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    • 2007
  • The information technology is quickly changing the paradigm of the overall society. This change has influenced the art field and exceeded the limit of prior art characteristics and methods opening up a new world of art pieces starting among the young artists based on digital art technology. Especially the internet art of the computer technology made the communication of the artist and the viewer to communicate in a bilateral manner different from one way feeding of the past and made it possible for the viewers to choose their involvement in the act of seeing the work changing the reaction into a fluid concept. This thesis is about using the digital media in the net art communication to figure out the fluid interaction by approaching the digital media concept and by analyzing the characteristics of net art communication means and thus take a overall look at the artist related web sites and see the net art as a new communication means.

Virtuality in Digital Fashion Images (디지털 패션영상에 나타난 가상성 연구)

  • Kim, Hyang-Ja;Kim, Young-Sam
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.

Comparing the Usages of Vocabulary by Medias for Disaster Safety Terminology Construction (재난안전 용어사전 구축을 위한 미디어별 어휘 사용 양상 비교)

  • Lee, Jung-Eun;Kim, Tae-Young;Oh, Hyo-Jung
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.6
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    • pp.229-238
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    • 2018
  • The rapid response of disaster accidents can be archived through the organical involvement of various disaster and safety control agencies. To define the terminology of disaster safety is essential for communication between disaster safety agencies and well as announcement for the public. Also, to efficiently construct a word dictionary of disaster safety terminology, it's necessary to define the priority of the terms. In order to establish direction of word dictionary construction, this paper compares the usage of disaster safety terminology by media: word dictionary, new media, and social media, respectively. Based on the terminology resources collected from each media, we visualized the distribution of terminology according to frequency weights and analyzed co-occurrence patterns. We also classified the types of terminology into four categories and proposed the priority in the construction of disaster safety word dictionary.

Domed Stadium, Medicine or Poison? An Analysis of Social Discourse on the Construction of a Domed Stadium Produced in the Media (돔구장, 약인가? 독인가?: 미디어에 나타난 돔구장 건설 관련 사회적 담론 분석)

  • Park, Jae-Woo
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.378-393
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    • 2012
  • The purpose of this paper was to analyze a social discourse on the construction of a domed stadium produced in the media. In particular, the article sought to explore and interpret the political, economical, social and cultural contexts of the building of a domed stadium by looking at how media sources with newspapers as the central source of information have produced and formed social discourses regarding the construction of a domed stadium. In a concluding perspective it was confirmed that the three aspects of social discourses have been produced and formed. First, a 'approval' discourse supporting the building of a domed stadium has been produced and formed. Second, a 'opposite' discourse criticizing it has been produced and formed. Third, in the confrontation between the approval and opposition of the building of a domed stadium, a 'governance' discourse, which the construction of a domed stadium should be solved rationally through the communication and involvement of the private and governmental sectors, has been produced.

Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.25-34
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    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.

Interactive Broadcasting Service Using Mobile Messenger (모바일 메신저를 이용한 양방향 방송서비스)

  • KIM, Joon-Won;Lee, Jung-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.157-163
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    • 2013
  • The development of the latest media technology has changed the traditional broadcasting system. The traditional broadcasting system, which was operated by the mass media and the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional media through the convergence of internet and mobile. In terms of broadcasting environment, the function of the traditional TVs has been changed to the Smart TVs combined with an open platform which not only deliver visual contents, but also supply various applications and additional information linking the content providers and viewers. This ongoing broadcasting environmental change has made it possible for viewers to participate in the programs such as reality shows or sports events through SNS, texting or phone calls. Therefore, the purpose of this experiment is to present the ways to promote easier and more convenient viewer-participation in the programs by applying mobile messenger to existing broadcasting system in order to enhance the involvement of broadcasters and viewers of the programs and to diversify the roles of content providers and viewers in broadcasting.