• 제목/요약/키워드: Media perception

검색결과 760건 처리시간 0.022초

Effects of Color and Size of Motif on Image Perception of Paisley Patterns

  • Kim, Dong-Eun;Martin, Kathi
    • International Journal of Human Ecology
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    • 제11권1호
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    • pp.1-10
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    • 2010
  • Two elements of paisley textile design (color and size of motif) were manipulated to investigate their effects on people's perception. Korean and Caucasian American women were selected to represent Asian and Western countries to compare the differences in image perceptions of paisley patterns between two cultures. The participants were 168 female university students composed of 84 Caucasian Americans and 84 Koreans. The experimental design was a $2{\times}2{\times}7$ factorial design: two levels of perceiver's culture, two levels of motif size, and seven levels of the motif color. The four factors used to account for image perception were an elegance factor, individuality factor, maturity factor, and femininity factor. The results of the present study confirm that image perception can be different according to the color and size of a motif and the perceiver's culture. In the results, Americans perceived the paisley pattern as more preferable than Koreans did. Red background + Orange motif was perceived as the most feminine and Dark blue background + Sky blue motif and Dark gray background + Gray motif was perceived as the most masculine in both cultures. Compared to the big motif, the small motif was perceived as more elegant in both cultures.

Perception and Use of Web 2.0 Applications by Medical Students of Ambrose Alli University Ekpoma

  • Ikenwe, Iguehi Joy;Idhalama, Ogagaoghene Uzezi;Ode, Christian Edokpolo
    • International Journal of Knowledge Content Development & Technology
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    • 제9권2호
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    • pp.45-64
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    • 2019
  • This study examined the perception and use of web 2.0 applications for academic purposes by medical students of Ambrose Alli University, Ekpoma. The objective was to investigate the medical students' perceptions of web 2.0 applications, web 2.0 tools use, extent of use, perception and purpose for using web 2.0 applications. Descriptive survey method was used for this study. The total population of this study was 3670 and the sample size was 367 representing 10% of the study. The purposive sampling technique was adopted, and the instrument used for this study was questionnaire, a total of 367 copies were administered and 321 were found useful for the study. Percentage means and standard deviation on table and chart were used to analyze the data collected using Statistical Package for the Social Sciences (SPSS) software. Findings showed that the perception of web 2.0 applications of medical students AAU was positive and few of web 2.0 applications were used for academic purposes. It was recommended in the study that medical students should be provided with the facilities in a format more familiar to them and used by most of them and institutions need to equip the learning process with the needed facilities which will be of utmost benefit even for future purposes.

Information Professionals' Knowledge Sharing Practices in Social Media: A Study of Professionals in Developing Countries

  • Islam, Anwarul;Tsuji, Keita
    • International Journal of Knowledge Content Development & Technology
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    • 제6권2호
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    • pp.43-66
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    • 2016
  • The primary objective of this study was to investigate the perception of informational professionals' knowledge sharing practices in social media platforms. The specific objectives of the study included learning professionals' perceptions and awareness of knowledge sharing using social media, understanding their opinions and beliefs, and gaining familiarity with and reasons for using these tools. Open & close ended web-based questions were sent out by email to the international training program (ITP) participants. Findings indicated that most of the respondents' were aware of using social media and that they used social media for knowledge sharing. Speed and ease of use, managing personal knowledge, easier communication with users and colleagues and powerful communication tool are the areas that motivated them to use it. It also stated some barriers like lack of support, familiarity, trust, unfiltered information and fear of providing information. The study was limited to the perceptual aspect of the issue, specifically from the individuals' opinions and sentiments.

미디어아트 기반 다층공간에서의 미디어 경험 (Media Experience in multi-Layered Space through Media Art)

  • 강윤정
    • 문화기술의 융합
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    • 제10권3호
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    • pp.635-641
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    • 2024
  • 논문은 메를로-퐁티와 레이코프의 육체와 정신의 분리 불가능성에 관한 연구를 바탕으로, 미디어아트 기반의 다층공간에서의 경험이 인간 존재의 이해에 미치는 영향에 대해 탐구하고자 한다. 미디어아트가 제공하는 감각적 경험은 관람자의 신체적 존재감을 강화하고, 현실과 가상의 경계를 모호하게 함으로써 새로운 현실 인식을 유도한다. 이를 통해, 인간의 존재와 세계와의 깊은 관계를 새롭게 인식하고 탐색할 수 있음을 보여준다. 본 논문은 미디어아트가 어떻게 육체와 정신의 연결을 통한 존재적 경험을 확장시키는 중요한 수단이 될 수 있는지를 분석하고, 예술과 기술의 결합이 존재론적 이해에 기여하는 방식을 설명한다.

미디어정치콘텐츠의 인식 개선에 관한 유형화 (Typology on improvement of perception about political contents in media)

  • 이제영
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
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    • pp.119-120
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    • 2012
  • 본 연구에서는 대학생들이 바라보는 미디어정치콘텐츠들의 인식 개선에 대한 주관적 인식을 Q방법론을 통하여 진단하고, 기능적인 측면에서 세부적인 효과적 유형요인들을 짚어봄으로써 향후 개선과 방향성을 알아보고자 한다. 다시 말해서, 대학생들이 바라보는 미디어정치콘텐츠들의 인식개선에 관하여 실증적이고 심층적 Q 분석을 통해 다각적인 분석을 실시하고자 한다. 이 연구에서는 위에서 제기된 사항들의 해답을 얻기 위하여 주관성연구 분석방법을 활용하며, 이에 따른 연구문제는 아래와 같다. 이 과정에서 시도되는 구체적인 Q-statements(Q진술문)는 다양한 국내외 자료를 단계별로 정리된 다각적인 선행 사례연구를 포함하며, 조사범위는 현재 국내에서 가능한 모든 문헌을 대상으로 실시하고자 한다. 다시 말해서, 대학생들의 의견을 청취하고, 그 내용과 관련 문헌, 연구자의 의견을 중심으로 진술문 정리가 되는 과정을 거칠 것이다.

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언론소비자가 갖는 이슈에 대한 태도가 언론의 공정성 판단에 미치는 영향 (Ordinary Press Consumers' Predisposed Attitude's and Fairness Judgment)

  • 안차수
    • 한국언론정보학보
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    • 제46권
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    • pp.323-353
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    • 2009
  • 한국 언론의 공정성 논란은 사회정치적 측면에서 커다란 이슈로 자리 잡았다. 기존 연구는 언론의 공정성을 판단하기 위한 선험적 원리와 기준을 제시하고 구성방식과 실천에 관한 매체와 송신자 중심의 연구가 주류를 이루었다. 본 연구는 언론의 공정성을 일반인의 시각에서 접근하기 위한 시도로 언론의 일반 소비자가 자신이 취하는 사회 갈등적 이슈의 기존 태도에 의해서, 그리고 미디어 내용의 편향을 지각하는 방향에 의해서 공정성 판단에 영향을 미칠 것이라는 공정성에 대한 수용자 지각을 실험연구를 통해 고찰하였다. 개인이 가지고 있는 사물이나 사건에 대한 긍정적이거나 부정적인 태도와 정보원에 대한 인식은 대상을 판정하는 데 일종의 편향성을 제공한다는 사회적 판단이론의 이론적 메커니즘을 뉴스의 공정성 판단에 적용하였다. '체벌법제화'와 '전시작전통제권'의 두 가지 이슈를 통하여 일방형, 양방형, 무판단양방형의 세 가지 종류의 메시지를 작성하여 실험한 결과, 개인이 가지고 있는 기존의 태도와 일치하는 메시지를 받았을 경우 일치하지 않는 경우보다 더욱 보도가 공정하다고 느꼈으며, 이러한 결과는 양면적 메시지 조건에서도 입증되었다. 자신의 입장과 동일한 메시지를 더욱 공정하게 느끼는 동화현상과 자신의 태도에 반대되는 메시지 를 더욱 불공하다고 느끼는 대조를 통해 적대적 매체지각이 발생하였다. 균형된 메시지의 경우 중립집단은 공정하다고 느끼는 반면, 강한 태도를 가진 집단은 덜 공정한 것으로 판단하는 대조편향을 발견하였다. 이외에도 기존의 공정성 판단의 제한적 성격과 타당성이 논의되었다.

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현대공간디자인에서 빛의 지각방식과 공간경험효과에 관한 연구 (A Study on Perception of Light and Space Experience in Contemporary Space Design)

  • 홍유란;권영걸
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.339-346
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    • 2007
  • This thesis has purpose of explaining that light is not only appreciated but also physically percepted in contemporary space design and examining effects of space experience through the physical perception. In keeping with such developments, light has been perceived as the object of another architectural tool in modern space design and has provided men with new experience by providing space image and function different from previous ones. With the expansion of the area of light, light has changed a space that is not a simple architectural factor into the essential concept that gives the architectural space image ! by combining it with architectural space, structure, form and materials throughout the whole process from the beginning to the completion. Through phenomenological approach, light is percepted and experienced by body movement, intervention of senses and memories, and passing of time. The percepted and experienced light brings increase of mutual understanding in space, activation and continuance of user's sensation, recreational experience by event occurrence and space experience effect thorough information from media.

전시공간의 구성축과 관람순로에 관한 기초적 연구 (Study on the Movement and Structural Axis in Exhibition Space)

  • 정수영;차소란;임채진
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.44-49
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    • 2003
  • Exhibition can be a type of mass-communication since it should contains some 'meaning' or 'message' that is to be delivered. The purpose of visiting museum is to view exhibits. Thus, factors, such as exhibits, exhibition media, show-case, direction signs, and gates, form visual perception, which means there exists homogeneity between visual perception and action. Visitors acquire knowledge by the space interaction when one can acknowledge the consecutive time flow while moving along the exhibition space. Visitors' movements can be formed by visual and perceptive experience that follows environmental stimulus and individual desire. Therefore, museum visitors experience certain shift flow with visual perception caused by the continuity of space. Thus, the research on development of focus in continuity is required. In addition, if the quality of exhibition space and organized continuity with visual diversity can be improved in exhibition design, it would expand the function of communication in exhibitions.

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온라인 채팅에서 아바타의 도입이 매체에 대한 사용자의 인지에 미치는 영향 (A comparison of user perception between text-based and avatar-based chatting)

  • 박희정;이문봉;이성철;서길수
    • Asia pacific journal of information systems
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    • 제12권4호
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    • pp.77-99
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    • 2002
  • This study compares avatar-based chatting and text-based chatting. The comparison focuses on the effect of different chatting methods on user perception such as flow, social presence, and media richness. Especially the effects of avatar are examined across varying task types-work-oriented and fun-oriented. To accomplish this objective, a laboratory experiment was conducted using 80 experienced subjects. The results indicate that avatar-based chatting was more playfulness than text-based chatting in general. However, the effects of chatting methods on user perception were quite different according to the task types. There was no significant difference between avatar-based chatting and text-based chatting in the fun-oriented task, but avatar-based chatting was perceived as a more playful, focused, telepresent, and social present method in the work-oriented task.

문자그래픽 시각인지도 분석 기반 디지털매체 시청환경 개선 연구 (A Study on Improving Watching Digital-Broadcasting Devices Environment by Analyzing Visual Perception of Character Graphic)

  • 이국세;문남미
    • 정보통신설비학회논문지
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    • 제8권2호
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    • pp.72-77
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    • 2009
  • A number of new DTV technologies have been introduced to provide crystal clear picture and enhanced sound. HDTV, in particular has four times resolution of conventional TV along with 16:9 aspect ratio. Also the introduction of the new technologies offered a valuable basis for character graphics which was only an assistant method to deliver visual images effectively. Various sizes of displays for different applications such as high definition TV and mobile multimedia services have created demands for additional features of character graphics including proper letter fonts, colors, moving effects as much. This article analyzes in what way the visual elements above can affect uses' visual perception. New CG formats designed for OSMU, one source multi use, are also suggested available to each media. For the research three groups of CG designers, art directors and productions/distribution groups are established according to production process by two Delphi surveys of TV production staff.

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