• 제목/요약/키워드: Media perception

검색결과 760건 처리시간 0.03초

소비자의 주거공간 리모델링 인식에 영향을 추는 대중매체에 관한 연구 (A Study on Mass Communication′s influence on the Consumers′ Cognition of Home Interior Remodeling)

  • 김남효
    • 한국실내디자인학회논문집
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    • 제28호
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    • pp.3-10
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    • 2001
  • The purpose of this study is to identify the cognition differences of home interior remodeling and preference of mass media among consumers and analyze relationship between remodeling perception and mass communication. The data are collected through questionnaire surveys, which included demographic information and preference of remodeling, mass communication from adult consumers who live in Seoul. 223 samples are collected, and are analyzed by using SPSS-WIN program. The major results are as follows: Most of the media are preferences above the average. TV media is a leading mass communication, which has an effect of most consumers. Internet business preference is found at young, male, white color business group and small family. Remodeling has been a strange word with consumers, but now on its needs are spread among the public that is provide to solve the problem which were found in their home on the influence of mass communication.

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An Empirical Encounter of Cultural Orientation and Cultivation Theory: Factors of Perception of Materialistic Realities and Dealing with Materialism of University Students in South Korea

  • Cha, Yuri;Kwon, Yeji
    • Asian Journal for Public Opinion Research
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    • 제7권4호
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    • pp.226-250
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    • 2019
  • The purpose of this study is to explore whether the perceptions of materialistic realities of South Korean university students can be explained by individual experience and media use. We examined: 1) relative consequences of awareness of discrimination experience and amounts of time spent on genre-specific media on perceptions of materialistic realities, 2) whether cultural orientation (allocentrism, self-monitoring, and masculinity) influences explanatory factors of awareness of discrimination experience, 3) conditions of countervailing responses to materialistic reality. As a result of analyzing the online survey data of 330 university students in Seoul, the amount of time spent on the beauty or fashion genre and awareness of discrimination experience explained the perceptions of materialist reality in Korean society. Although the perceptions that affected the accommodative response did not affect countervailing response, innovativeness had an interaction effect with perceptions of materialist reality in only countervailing response. Finally, the implications of these findings were discussed.

올라퍼 엘리아슨의 작품에 나타난 블러 색채 특성 연구 (A Study on the Characteristics of Blur Color in Olafur Eliasson's Works)

  • 김선영
    • 한국실내디자인학회논문집
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    • 제21권3호
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    • pp.87-94
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    • 2012
  • This thesis has purpose of explaining that blur color is not only appreciated but also undecided spacial color in contemporary space design and examining effects of space experience through the light. In keeping such developments, blur color has been perceived as the object of another tool in contemporary space and has provided us with new views by providing various program, sensor and screen from digital media. With the expansion of blur color, light has changed a spacial color structural that is not simple meaning factor into the essential concept. So this research aims to understand the principle of blur color in Olafur Eliasson's work, which of the fine artist in diverse fields from installation art to media art. The principle of blur color such as deconstruction of vanishing point, dimensional transfer, color gradation, and fiction of visual perception makes it possible to extract the expressed element and method of blur color. Meanwhile, the features of blur color such as sense of depth from viewpoint changes, hybrid from collapse of order, media metamorphosis from reconstitution and interaction from uncanny can be inferred from case analysis.

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SURF based Hair Matching and VR Hair Cutting

  • Sung, Changjo;Park, Kyoungsoo;Chin, Seongah
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.49-55
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    • 2022
  • Hair styling has a significant influence on human social perception. An increasing number of people are learning hair styling and obtaining hair designer licenses. However, it takes a considerable amount of money and time to learn professional hairstyle and beauty techniques for hair styling. Since COVID-19, there has been a growing need for offline and video lectures due to the decline in onsite training opportunities. This study provides a field practice environment in which real hair beauty is performed in a virtual space. Further, the hairstyle that is most similar to the user's hair taken with a webcam or mobile phone is determined through an image matching system using the speeded up robust features (SURF) method. The matching hairstyle was created into a three-dimensional (3D) hair model. The created 3D hair model uses a head-mounted display (HMD) and a controller that enables finger tracking through mapping to reproduce the haircutting scissors' motion while providing a feeling of real hair beauty.

A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

지역사회 걷기 활성화를 위한 매체-캠페인이 걷기관련 인식과 행태변화에 미치는 영향 (Impact of a Media-Campaign to Promote Walking on Awareness & Behavior Change)

  • 안의수;이용수
    • 보건교육건강증진학회지
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    • 제24권4호
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    • pp.99-114
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    • 2007
  • Object: To analyze the effect of a media-campaign for "walking exercise participation improvement", which impacted walking-related awareness and behavior change of residents in Seoul. Method: This study used three campaign media including printing information, walking exercise indication board and a public advertisement of cable TV to lead a walking-related awareness change and practice frequency(number of days per week walking) and time(minutes per day walking) of walking exercise. To evaluate the exposure and message-recall levels of a campaign and effects of awareness change and walking practice, this study used a questionnaire survey(N=377). Result: 1) Group of exposure to campaign more participate and had the higher frequency(p=.015) and time(p=.023) in walking exercise and in comparison with group of nonexposure. 2) Group of changed awareness to campaign more participate and had the higher frequency and time in walking exercise and in comparison with group of no changed perception(p <.05). 3) Level of message recall of ${\ulcorner}$printing information${\lrcorner}$ was associated with number of days per week walking, and level of message recall of ${\ulcorner}$public advertisement of cable TV${\lrcorner}$ was associated with minutes per day walking at a statistically significant level(p <.05). Conclusion: These results suggest that media campaign can enhance the success of community-based efforts to promote awareness change and walking practice.

Travel Intention to Visit Tourism Destinations: A Perspective of Generation Z in Vietnam

  • NGUYEN, Viet Hoang;TRUONG, Thi Xuan Dao;PHAM, Huong Trang;TRAN, Duc Thanh;NGUYEN, Pham Hung
    • The Journal of Asian Finance, Economics and Business
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    • 제8권2호
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    • pp.1043-1053
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    • 2021
  • The purpose of this research is to investigate the impacts of gen-Z's perception of consumer-generated content on social media on their travel intention with the mediating role of travel motivation push and pull. An online questionnaire survey of a total of 369 samples was conducted with the participation of gen Z in the most important cities across Vietnam. The model was analyzed using Structural Equation Modeling (SEM) using AMOS program 22 to investigate model relationships and all hypotheses are significant. The findings indicated that gen Z values the usefulness of social media and they use social media for knowledge-seeking (push factor), and this leads to their intention to visit a destination. SEM analysis also reveals that gen Z tends to use social media to find accessibility to any destinations and they are motivated highly with destinations that have clear and easy access, for example, no visa requirement or neighboring destinations. As the result, they have better intentions to visit these destinations. This research will help marketers, especially marketing specialists to gain a better understanding of gen Z, thus implement better marketing techniques to target gen Z.

Impacts of Information Source and E-service Quality on Mobile Shopping Behavior in KakaoTalk

  • Yi, Kyong-Hwa;Jeon, Sua;Kim, HaeJung Maria;Forney, Judith
    • 패션비즈니스
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    • 제20권6호
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    • pp.32-51
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    • 2016
  • KakaoTalk has become a reputed mobile social network and an inseparable part of people's lives by leading the mobile industry in South Korea. However, there is a lack of studies in academia regarding perception of the consumers and assessment toward the mobile marketing and services by KakaoTalk. Based on the theoretical orientation of Elaboration Likelihood Model (ELM: Petty & Cacioppo, 1986) and electronic service quality (E-S-QUAL: Parasuraman, Zeithaml, & Malhotra, 2005), this study investigates the effects of information sources (Charles & Richard, 1988), and examines the consumer perception toward the service quality of KakaoTalk. A total of 209 responses were collected, using a self-administered survey in Seoul and Gyeonggi province, South Korea from March 2015 to June 2015. A seven-point Likert scale survey was developed to measure the information sources (i.e., argument quality, post popularity, and post attractiveness), electronic service quality (i.e., efficiency, fulfillment, privacy, and system availability), attitude (i.e., usefulness, preference, and overall attitude), and behavioral intention (i.e., like intention, share intention, and purchase intention). This study reveals a consensus that an online environment is different from the traditional retail context in terms of information source and service quality. Specifically, the results indicate that argument quality greatly impacts the attitudes of the individuals and their behavioral intention toward mobile shopping via social media channel. The most powerful factor among E-S-QUAL is "efficiency." This dimension of service quality influences the customer perception of usefulness and preference as well as share and like intention toward mobile shopping on KakaoTalk.

문자그래픽 시각인지도 분석에 따른 HDTV시청환경 개선 연구 (Improving Watching HDTV Environment by Analyzing Visual Perception of Character Graphics)

  • 이국세;문남미
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.583-589
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    • 2009
  • HDTV의 새로운 기술은 맑고 뚜렷한 방송영상과 다중음향 사운드를 제공하며 방송의 기대수준을 높이는데 기여하고 있으며, 이러한 HDTV의 고품격화는 기존의 TV에 비해 4배나 높은 해상도와 16:9 와이드 화면 제공이 큰 역할을 했다고 해도 과언이 아닐 것이다. 이 같은 방송시청의 환경변화는 특히 문자그래픽(Character Graphic)이 단지 영상 메시지를 '전달'하기 위해 쓰였던 보조적 수단이 아니라 프로그램의 가치를 높여주는 시각적인 요소로 자리잡게 하였다. 따라서 TV화면의 대형화와 영상의 고품질화에 적합한 글자표현을 위해 문자의 글꼴, 크기, 색상, 이동속도 등 문자의 속성에도 다양한 변화가 필요한 실정에 이르렀다. 본 논문에서는 방송제작과정의 역할에 따라 전문가 그룹을 세 그룹(아트 디렉터, CG 디자이너, 제작 및 송출기술)으로 나누어 두 차례 실시한 델파이 조사를 통해 방송시청의 환경변화에 따른 문자그래픽의 시각적 요소 및 시각 인지도를 분석하였고, 이에 따라 OSMU 환경에 따른 매체로의 변형이 가능한 문자그래픽의 제작기준과 개선방향을 제안한다.

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트위터와 뉴스기사 분석을 통해 본 계모에 대한 사회적 인식 (Stepmother Images through Analyses of Twitter and News Articles)

  • 정수정;김소은;정익중
    • 한국콘텐츠학회논문지
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    • 제18권7호
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    • pp.665-678
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    • 2018
  • 본 연구의 목적은 소셜미디어와 언론매체에서 나타나고 있는 계모에 대한 사회적 인식을 조사하기 위해, 트위터와 뉴스기사에 나타난 내용을 분석해보았다. 이를 위해 트위터와 뉴스기사에서 '계모'로 검색된 텍스트를 분석하였고, 주된 연구결과는 다음과 같다. 'R'을 이용한 분석 결과 계모에 대한 부정적인 이미지는 어린 시절 접하게 되는 동화의 키워드와 연관되어 있음을 확인할 수 있었다. 트위터와 뉴스 기사를 분석한 결과 대중의 인식은 '계모'에 대한 부정적인 고정적 이미지 강화, 대안적 메시지 제공의 두 유형으로 구분되었다. 부정적 이미지는 동화처럼 계자녀를 구박하는 부정적 계모의 이미지와 함께 재혼가정에 대한 부정적 인식이 고정관념으로 강조되어 드러난 것을 확인할 수 있었다. 긍정적인 대안적 메시지로는 재결합 가족에 대한 부정적 인식이 생겨나는 것에 대해 우려가 형성되고 있었다. 이러한 연구결과를 바탕으로 계모에 대한 고정관념에서 벗어나기 위한 대안 등을 논의하였다.