• Title/Summary/Keyword: Media perception

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The study of the field customized SW training course design based on the analysis of the field suitability of the university SW education (대학 SW 교육의 현장 적합도 분석에 기반한 현장 맞춤형 SW 교육 과정 설계에 대한 연구)

  • Cha, Joon Seub
    • Smart Media Journal
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    • v.4 no.4
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    • pp.86-92
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    • 2015
  • Recently, it is entering the hyper connectivity age due to the development of sensor and communication technology. In particular, it is emerging new industries such as the IoT, bigdata, cloud by convergence with the ICT and other industries. Because these industries are high the gravity of the software, the demand for software manpower is increasing rapidly. But university curriculum don't deviate from the traditional curriculum, and lack of positive response to these changes is occurring a mismatch with the industry demand. In this paper, investigate a software curriculums of the four-year university, and will attempt to investigate the perception about the university software course of the corporate perspective. Also, we draw a on-site fitness of universities training course by analysis of importance on software training courses between universities and businesses. Finally, we propose a strategy model for software training course design appropriate for the field.

The Impact of User Behavior, Contents, Function, Cost on Use Satisfaction and the Continued Use Intention of the N-screen Service Users (N 스크린 서비스의 이용행태, 콘텐츠, 기능, 비용이 이용 만족도와 지속이용의사에 미치는 영향에 관한 연구)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Broadcast Engineering
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    • v.18 no.5
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    • pp.749-757
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    • 2013
  • This study aims to find out the influences of user behavior, content characteristics, functional factors and user's perception in cost on user satisfaction and continuous intention in N-Screen service. Web survey was conducted for 498 users who have used N screen service. The results show that the most influential factor contributing to user satisfaction is user interface. VOD diversity, payment system, cost, channel diversity are also meaningful factors. Identifying the critical factors which impact on user satisfaction, this study can provide the basic data for activating OTT service in smart media environment.

Point Cloud Content in Form of Interactive Holograms (포인트 클라우드 형태의 인터랙티브 홀로그램 콘텐츠)

  • Kim, Dong-Hyun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.40-47
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    • 2012
  • Existing art, media art, accompanied by a new path of awareness and perception instrumentalized by the human body, creating a new way to watch the interaction is proposed. Western art way to create visual images of the point cloud that represented a form that is similar to the Pointage. This traditional painting techniques using digital technology means reconfiguration. In this paper, a new appreciation of fusion of aesthetic elements and digital technology, making the point cloud in the form of video. And this holographic film projection of the spectator, and gestures to interact with the video content is presented. A Process of making contents is intent planning, content creation, content production point cloud in the form of image, 3D gestures for interaction design process, go through the process of holographic film projection. Visual and experiential content of memory recall process takes place in the consciousness of the people expressed. Complete the process of memory recall, uncertain memories, memories materialized, recalled. Uncertain remember the vague shapes of the point cloud in the form of an image represented by the image. As embodied memories through the act of interaction to manipulate images recall is complete.

Evaluations of Apparel Advertising, Fashion Involvement, and Social Attitudes (의류광고에 대한 평가, 유행몰입 및 사회적 태도에 관한 연구)

  • 김효경
    • Journal of the Korean Home Economics Association
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    • v.30 no.3
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    • pp.33-43
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    • 1992
  • The objective of this study were to (1) investigate the relationship between evaluations of apparel advertising, fashion involvement, and social attitudes, (2) examine how evaluation of apparel advertising, fashion involvement, and social attitudes vary according to gender, and (3) investigate the possible differences in purchase attitudes toward the advertised apparels according to gender and advertisement slogan. Questionnaire for evaluations of apparel advertising was comprised of four sections; apparel advertising acceptance, evaluation of advertisement slogan, purchase attitude toward the advertised apparels, and perception of effective media for apparel advertising. For evaluation of advertisement slogan, 5 sets of apparel advertisements were selected. Each set had two advertisements; one advertisement contained an image-oriented slogan, while the other had a quality-oriented slogan. "The Social Attitude Scale' by Kerlinger and 'Fashion Involvement Index' by Tigert, Ring & King were used. All the items were selected on the Cronbach's alpha reliability. The subjects were 217 college male and famale students in Seoul; 60 were asked about purchase attitude toward the image-oriented slogan, 60 purchase attitude toward the quality-oriented slogan, and 97 all the items included in evaluation of the two slogans. The data were analyzed using Pearson's correlation coefficient, X2-test, t-test, two-way ANOVA, and multiple regression analysis. The results of the study were the followings. 1. Fashion involvement had positive relationship with apparel advertising acceptance. The higher the level of conservative attitude males had, the more positive attitude they had in fashion involvement and apparel advertising acceptance. Subjects high in conservative attitude, fashion involvement, and apparel advertising acceptance. Subjects high in conservative attitude, fashion involvement, and apparel advertising acceptance had more positive in purchase of the advertised apparels. 2. Females high in apparel advertising acceptance were more favorable toward image-oriented advertisements. 3. Fashion involvement and apparel advertising acceptance were significantly higher in females than in males. Liberal attitude was significantly higher in males than in females. Evaluation of advertisement slogan did not differ according to gender. 4. Males perceived 'TV' was the most effective media for apparel advertising while females perceived 'display' was the most effective. 5. No significant interactions between advertisement slogan and gender were found in purchase attitude of the advertising apparels. 6. Apparel advertising acceptance was influenced by fashion involvement, social attitude, and sex. The explanatory power of the three variables was 17%.

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The narrative space of sound design in films (영화 사운드디자인의 내러티브 공간 연구)

  • Lee, Dong-Hwan
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.391-400
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    • 2016
  • The purpose of this study is to reassert the important role of sound design in creating narrative space in films. The main focus is on re-interpreting Chion's sound space composition as a narrative structure. The sound design process has been analyzed to find that the physical properties of sound are purposely manipulated to create the layers of sound to be perceived by the audience in the same way as human perception and cognition of the actual reality work, eventually to create the cinematic reality. The hierarchy of the layers is determined by the importance of the narrative information contained in each sound, with the higher layers being appropriate to convey the information of the narrative, and the lower layers being efficient to deliver the emotion to the audience. With this idea, each of the Chion's space composition is explained as a distinctive area in telling a story with the separate narrative role from the others.

The Visual Representation Methods based on natural objects in Information Design (자연물을 모티브로 활용한 정보디자인의 시각화 기법)

  • Jeong, Hyun-Jeong;You, Sichoen
    • Smart Media Journal
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    • v.3 no.2
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    • pp.20-28
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    • 2014
  • The issues of generation, delivery, and processing of information which have been treated importantly in information design field have evolved along with the evolution of the humankind. In the modern society, the vast amount of, complex, and artificial forms of information such as big-data is accounted for the majority and claims of interest focusing on how to effectively design those kinds of information are being increased. This study explored the visualization methods applied with the natural objects as motives as one of the ways for users to easily get their perception and cognition to the information. Nature has long influenced on the human figural activities. The natural objects take the optimum visual shapes and provide the diverse inspiration and emotion to the designers in the various design fields such as product design, architecture design, and so on. Through the literature studies, we suggested the compositional principles of natural objects and the principles for observing and analysing natural objects as a principle to use the natural objects for information design domain. We, also, suggested the information design approach model which is inspired the natural objects by linking those two kinds of principles to the information design's visual realization factors and explored the possibilities of utilizing of the approach model by the case studies.

Listener Auditory Perception Enhancement using Virtual Sound Source Design for 3D Auditory System

  • Kang, Cheol Yong;Mariappan, Vinayagam;Cho, Juphil;Lee, Seon Hee
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.15-20
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    • 2016
  • When a virtual sound source for 3D auditory system is reproduced by a linear loudspeaker array, listeners can perceive not only the direction of the source, but also its distance. Control over perceived distance has often been implemented via the adjustment of various acoustic parameters, such as loudness, spectrum change, and the direct-to-reverberant energy ratio; however, there is a neglected yet powerful cue to the distance of a nearby virtual sound source that can be manipulated for sources that are positioned away from the listener's median plane. This paper address the problem of generating binaural signals for moving sources in closed or in open environments. The proposed perceptual enhancement algorithm composed of three main parts is developed: propagation, reverberation and the effect of the head, torso and pinna. For propagation the effect of attenuation due to distance and molecular air-absorption is considered. Related to the interaction of sounds with the environment, especially in closed environments is reverberation. The effects of the head, torso and pinna on signals that arrive at the listener are also objectives of the consideration. The set of HRTF that have been used to simulate the virtual sound source environment for 3D auditory system. Special attention has been given to the modelling and interpolation of HRTFs for the generation of new transfer functions and definition of trajectories, definition of closed environment, etc. also be considered for their inclusion in the program to achieve realistic binaural renderings. The evaluation is implemented in MATLAB.

A Study on the Factors Affecting the Purchase of Healthcare Smart Bands (헬스 케어 스마트 밴드 구매에 영향을 미치는 요인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.175-181
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    • 2017
  • The purpose of this study is to investigate what factors buyers buy in smart band purchasing. Especially, The study was conducted the perception of smart bands, focusing on personal healthcare, which is one of the biggest concern of today's people, and investigating the needs of users. SmartBand is the product with the highest market share in the wearable device market. It is an indicator of how much modern people are interested in their healthcare. Therefore, this study investigates non-users who are not currently using smart bands, and what factors to consider when buying smart bands. As a result, it was found that the design of the product and the hardware performance are more important than the smart band's personal health care function in purchasing the smart band, and fundamentally, the smart band itself was not needed. Especially, people aged 20-30 years have been burdened with using smart bands continuously.

A case study on Metaphor forms of User Interface in HMD based Virtual reality FPS games (HMD기반 가상현실 FPS게임 인터페이스의 메타포 유형 분석 연구)

  • Kim, Bo-Yeon;Suk, Hae-Jung
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.27-38
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    • 2018
  • Today, the field that actively utilizes HMD, which is a representative implementation device of virtual reality, is game. We have frequently used interface design using metaphor to user interface of HMD based virtual reality game. The purpose of this study is to find out the metaphor types that appear in the game interface of the virtual reality FPS genre of HMD devices, which is a new medium. As a result of research, the metaphor types appearing on multiple interfaces have navigation, predictability-based, familiarizing, and physical world metaphor in terms of information perception and predictability-based and familiarizing metaphor in term of control action. It is considered possible to construct a correct mental model. It is expected that the stability-based metaphor to prevent user mistakes and the presentation metaphor to identify the identity of information space will be needed in the future.

A Study on the Effect of the Portrayal of Body Image of Women in Advertisement in Korea and Latin America (한국과 라틴 아메리카에서의 여성의 신체 이미지 묘사가 광고 효과에 미치는 영향에 관한 연구)

  • Gongora Astete, Francisca Paz;Kim, Boyeun
    • Journal of Digital Convergence
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    • v.16 no.7
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    • pp.369-379
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    • 2018
  • The current study started from the constant internal fight women usually have due to the portrayal of women in advertisement in different socio-cultural backgrounds, a comparison between Latin America and South Korea was held to find the different approaches. And also test the effects of an overwhelming movement that is looking to change history and change the perception of images of constructed beauty and unattainable physical standards called The Body Positivity Movement, using the examples of prominent brands like Dove and Victoria's Secret's advertisements and the AIDA model as the instrument. Male and female in their 30's from South Korea and Latin America have been interviewed to show the differences of opinions.