Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.12
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pp.333-339
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2019
Our country has become an aging society with unparalleled speed, compared to other advanced countries. Many of the elderly are physically, economically, and psychologically dependent; this dependence is a factor that increases the cost burden not only on the children and relatives of the elderly, but also at the social level. Under the prevailing environment of the family-oriented informal support system, the burden of support for elderly parents who rely on limited resources is highly likely to lead to abuse. Until now, dealing with the abuse of senior citizens has been mostly a one-off approach through media rather than academics. Therefore, this study attempts to take an objective approach to the elder abuse problem (which has so far been dealt with in the media as a form of domestic violence) in order to grasp the specificity and factors of elder abuse and to present the Korean situation with regard to elder abuse. In addition, this study seeks to find ways to prevent elder abuse in formal and informal ways.
Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.
Political parties would normally claim that their campaign and communication materials have effects on voters, be it on their supporters or their opponents during election campaigns. However, such effects are assumed effects by the parties unless voters are themselves assessed about the effects of such materials on themselves. The supporters of the parties are likely to regard such campaign materials as congenial to them but this may not be so with the opposition supporters who would regard such materials as negative. Taking the third-person effect to analyze effects on the audience as the theoretical framework, this study posited that opposition members would regard the materials as negative and thus would claim that they would not have any effect on them but they would likely say that such campaign materials would have effects on own party supporters. Davison (1983) posited that individuals will perceive that negative mediated messages would have their greatest impact not "on me" or "you" but on "them,"- the third person. Research suggests that people judge others to be more influenced than they are by media, advertising, libelous messages, media violence, pornography, and television drama. The theory referred to as the Third-person effect developed on the postulation that audience members would not admit that media had any direct effect on them, but would instead believe that the media influenced others, the third person (Tewksbury, Moy, & Weis, 2004; Price, Tewksbury, & Huang, 1998). On the other hand, while people would discount the effects of negative or biased messages on themselves, they would, under the notion of the First Person Effect, readily admit to being influenced by such messages. This study was based on studying the effects of political literature on party and opposition party supporters taking the messages to be positive to one group and biased and partisan to another group. The study focuses on the assumed effects of political literature on own party and opposition party supporters. It traces the degree of influence of Malaysia's largest political party, Barisan Nasional (BN) political communication literature on its own supporters and on non-BN party supporters. While the third-person effect assumes a null or minimal effect on one's self and some or strong effect on others, the question that arises are on welcoming favorable media effects on oneself and assuming unfavorable effects on others.
Journal of Korea Society of Digital Industry and Information Management
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v.13
no.1
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pp.135-145
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2017
Distribution of online media sharply accelerated in the modern society, leading to robust increase in the time where individuals spend their leisure time on the Internet. One of the most popular entertainments among this is the video game industry, which gradually came to possess the characteristics like violence, cruelty, gambling, and sexuality, in order to gain attention. This study aims to investigate the addiction characteristics of users of domestic online games and to verify the causal relationship of these factors on the factors that affect impulsive crimes through Self-control. For practical verification of this study, survey was conducted for students of W High School in Incheon. This study is meaningful in that it prepared a theoretical foundation in the process of inferring criminal intent for impulsive crimes based on the effects of online games on impulsiveness, aggression, and addiction. It is also significant in that it presented a new mechanism that ego control, which occurred in the process of presenting a new variable of negative effect of online game on the criminal intent of impulsive crime, affects impulsive crime.
Purpose. The present study was intended to compare difference in research variables between delinquent adolescents and student adolescents, and to analyze discriminative factors of delinquent behaviors among Korean adolescents. Methods. The research design of this study was a questionnaire survey. Questionnaires were administered to 2,167 adolescents (1,196 students and 971 delinquents), sampled from 8 middle and high school and 6 juvenile corrective institutions, using the proportional stratified random sampling method. Statistical methods employed were Chi-square, t-test, and logistic regression analysis. Results. The discriminative factors of delinquent behaviors were smoking, alcohol use, other drug use, being sexually abused, viewing time of media violence and pornography. Among these discriminative factors, the factor most strongly associated with delinquency was smoking (odds ratio: 32.32). That is, smoking adolescent has a 32-fold higher possibility of becoming a delinquent adolescent than a non-smoking adolescent. Conclusions. Our findings, that smoking was the strongest discriminative factor of delinquent behavior, suggest that educational strategies to prevent adolescent smoking may reduce the rate of juvenile delinquency. Antismoking educational efforts are therefore urgently needed in South Korea.
The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. In addition, that is the tool which contains economical role as a product and artistic role as photos. Therefore, this study examines hyprt-reality images in editorial fashion photographs. Hyper-reality means the reproduction which represents the reality of life more actually. Hyper-reality through photographs elevates reality of virtual things and creates the confused situation which haunts the boundary between reality and reproduction. This study classifies the hyper-reality in editorial fashion photographs into three groups by their external traits, ideal reality, collapse of reality, and restoration of reality. First, ideal reality is represented as harmony among fashion, characters, and space, causality of fashion with time and circumstances, positive will, and melting with nature. Second, collapse of reality is expressed as in harmony between fashion and situation, violence, fetishism and symbol of death. Third, restoration of reality is shown as recurrence to nature and images of utopia to express dignity of life.
Cyber bullying is increasing these days and becoming a serious social problem that gives rise to issues such as school violence and cyber crimes. We had developed a serious game-based education program for teenagers who are familiar with computer games. After pilot test the educational effect was also found to be high. I have found the followings in this case study. Serious game is effective media for cyber bullying prevention education. Second, cooperation between content experts and game development experts is essential to develop educational games.
This essay examines Toni Morrison's African-American characters' struggle in The Bluest Eye (1970) and Home (2012) through the lens of heteronormativity, arguing that they suffer double victimization due to both their race and gender. The Bluest Eye portrays a family tragedy caused by an African-American husband and wife's failure to live up to images of gender as represented in white, middle-class media. Written forty-two years later, Home describes an African-American man and woman who establish their own lives away from gendered standards after striving to meet social expectations and becoming traumatized in the process. Their adversities stem not only from the deeply rooted racial discrimination in American society but also from subtle gendered norms implanted by heteronormativity. Morrison's characters in her earlier narrative face a tragic denouement, ultimately destroying their children's lives. By contrast, Morrison's later characters explore more utopian ways of life unfettered by heteronormativity, overcoming hardships imposed by white-centered heteronormal society. By portraying socially victimized characters, Toni Morrison problematizes the power behind the discriminatory nature of heteronormativity and suggests a more gender-neutral, egalitarian way of organizing society, free from the constraints of heterosexuality and from violence created by normalized gender rules.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.9
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pp.289-296
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2017
Anger cause heart disease and domestic violence and recently there have been an increasing number of media reports of crimes committed because of their inability to control their anger. Anger has been reported to cause massive financial losses due to heart disease and domestic violence. Therefore, since anger raises serious social problems and social costs, it is necessary to take active intervention methods to alleviate inappropriate anger coping. A variety of methods such as cognitive and emotional approach, psycho-mechanical approach, psycho-educational approach, relaxation therapy, cognitive behavior-art therapy, and stress immunization are being explored and utilized for presenting effective anger-coping intervention alternatives. In this manner, information and communication technology is likely to be used as an effective means for this, and various researches are being conducted. The purpose of this study is to develop an anger coping service technology using ICT (Information & Communication Technology) technology as an effort to improve anger coping ability. In other words, the goal is to develop a technology that delays anger and evokes the surroundings by providing location-based services to recognize anger situations and facilitate anger. This research is about the technology which intervene directly the anger situation to resolve it using location information and introduce the base technology to realize it.
South Africa implemented apartheid from 1948 to 1994. The main content of this policy was to classify races such as whites, Indians, mixed-race people, and blacks, and to limit all social activities, including residence, personal property ownership, and economic activities, depending on the class. All races except white people were discriminated against and suppressed for having different skin colors. South African citizens resisted the government's indiscriminate violence, and public opinion criticizing them expanded beyond the local community to various parts of the world. One of the things that made this possible was photographs detailing the scene of the violence. Foreign journalists who captured popular oppression as well as photographers from South Africa were immersed in recording the lives of those who were marginalized and suffered on an individual level. If they had not been willing to inform the reality and did not actually record it as a photo, many people would not have known the horrors of the situation caused by racial discrimination. Therefore, this paper focuses on Rise and Fall of Apartheid: Photography and the Bureau of Everyday Life, which captures various aspects of apartheid and displays related records, and examines the aspects of racism committed in South Africa described in the photo. The exhibition covers the period from 1948 when apartheid began until 1995, when Nelson Mandela was elected president and the Truth and Reconciliation Commission was launched to correct the wrong view of history. Many of the photos on display were taken by Peter Magubane, Ian Berry, David Goldblatt, and Santu Mofoken, a collection of museums, art galleries and media, including various archives. The photographs on display are primarily the work of photographers. It is both a photographic work and a media that proves South Africa's past since the 1960s, but it has been mainly dealt with in the field of photography and art history rather than from a historical or archival point of view. However, the photos have characteristics as records, and the contextual information contained in them is characterized by being able to look back on history from various perspectives. Therefore, it is very important to expand in the previously studied area to examine the time from various perspectives and interpret it anew. The photographs presented in the exhibition prove and describe events and people that are not included in South Africa's official records. This is significant in that it incorporates socially marginalized people and events into historical gaps through ordinary people's memories and personal records, and is reproduced in various media to strengthen and spread the context of record production.
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