• Title/Summary/Keyword: media effects

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Effects of Celebrities' Social Media Pressure on Internalization and Muscularity Dissatisfaction among Men (이상적인 남성의 신체에 대한 연예인의 소셜 미디어 압박이 내면화와 근육 불만족에 미치는 영향)

  • Lee, Minsun;Lee, Hyun-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.549-561
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    • 2019
  • This study investigated the impact of appearance pressure from celebrities' social media upon internalization of mesomorphic ideal and muscularity dissatisfaction and the moderating role of time spent on social media in the relationships among variables in a sample of young Korean men (N=247). Those men who regularly participate in physical activities more than three times a week were included in our sample. Structural equation modeling analysis revealed that celebrities' social media pressure directly influenced both internalization and muscularity dissatisfaction, and internalization predicted muscularity dissatisfaction. A significant mediating effect of internalization in the relationships between celebrities' social media pressure and muscularity dissatisfaction was found. However, the moderating effect of time spent on social media was not found. The present results highlight the significant and negative effects of celebrities' social media on male's body image perception. By comparing the results of this study to previous studies, we can anticipate that the effects of social media on users' body image concerns can differ between male and female in the matter of time spent on social media. Implications of the study results and suggestions for future studies are discussed.

FMM: Fusion media middleware for actual feeling service (실감 서비스 제공을 위한 융합 미디어 미들웨어)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.308-315
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    • 2010
  • User Generated contents(UGC) interchange with internet users actively in Web2.0 environment. According to growth of content sharing site, the number of non-expert's contents increased. But non-expert's contents have a simple media just recorded. For providing actual feeling like effects and actions to non-expert's contents, we suggest Fusion Media Middleware(FMM). The FMM can increase user satisfaction by providing actual feeling. Furthermore, The content changes advanced media that has emotional impression. The FMM for providing actual feeling classify the inputted media as a scene based on MPEG-7. The FMM provide an actual feeling to simple media by inserting effects like a sound, image and text among the classified media. Using the BSD code of MPEG-21, the FMM can link up with inputted media and effects. Through the mapping BSD code the FMM control synchronization between media and effects. In this paper, Using the Fusion Media Middleware, the non-expert's contents express value as multimedia that has an actual feeling. Futhermore, the FMM creates flow of new media circulation.

The Impact of Social Media Overload on Users' Unintentional Avoidance Behavior (소셜 미디어 과부하가 사용자의 비의도적 회피 행동에 미치는 영향)

  • Qiao, Xin;Oh, Se Hwan
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.165-181
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    • 2023
  • Purpose Digital platforms, together with the innovative technologies of modern society, are accelerating the digital innovation of the entire economy and society. Although social media platforms are gradually integrated into daily life, due to social media overload, users limit their use of the platform for a certain period of time or eventually choose to stop using it. In the context of social media platform, the purpose of this paper is to study the effects of information overload, social overload and system function overload on users' unintentional avoidance behavior, mediated by fatique and dissatisfaction. Design/methodology/approach This study empirically examines the influence of social media overload characteristics on users' unintentional avoidance behavior of platform utilization using the S-O-R framework. Data from 236 Chinese social media users were collected through a questionnaire survey, and the hypotheses were validated by evaluating the research model using the SmartPLS 4.0 program using Partial Least Square (PLS) method. Findings According to the empirical analysis result, based on the S-O-R model, first, it is confirmed that information overload and system feature overload have significant positive(+) effects on fatigue. Second, this study finds that information overload, social overload and fatigue have significant positive(+) effects on dissatisfaction. Thirdly, fatigue and dissatisfaction have significant positive(+) effects on unintentional avoidance. In addition, social overload has no significant effect on fatigue, while system feature overload has no significant effect on dissatisfaction.

The Effects of Media Literacy Education and its Influence on Digital Citizenship: Focusing on CMF Education Programs in Korea

  • Park, Yun Mi;Chae, Ji Hye;Kim, Seul Ki;Kwon, Hye Seon
    • The Journal of Information Systems
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    • v.30 no.3
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    • pp.113-135
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    • 2021
  • Purpose This study aims to measure the effects of media literacy education through the social science method and find out the impact of media literacy education on digital citizenship in Korea and its implications for the development of democracy. Design/methodology/approach This study used an independent t-test to analyze relativeness between media literacy education and media literacy factors. We also adopted an independent t-test to investigate media literacy influence on digital citizenship. Furthermore, we found out age differences using 'the one-way analysis of variance (the one-way ANOVA)'. Findings We have found four media literacy factors, MC, CT, C&P, R&R, have been significantly affected by media literacy education. We have also pulled out three digital citizenship factors, IPA, TS, and CP, involved in media literacy education. Moreover, we have analyzed our survey by different age groups. The lower the age, the higher the TS. CP was highest among those from 30 to 59, followed by those under the 30s.

A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

The Development and Effects of the Text-Based Media Literacy Program for Young Children (텍스트 중심 유아 미디어 리터러시 교육 프로그램 개발 및 적용 효과)

  • Lee, Jae-Eun;Cho, Eun-Jin
    • Korean Journal of Child Studies
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    • v.38 no.1
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    • pp.77-93
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    • 2017
  • Objective: The purpose of this study was to develop a text-based media literacy program and to examine its effects on young children's understanding and expression of media text. Methods: The participants were 54 5-year-old kindergarteners assigned to an experimental or a control group, with 27 children per group. The text-based media literacy program was based on the ADDIE model and was administered to the experimental group for 8 weeks. The pre- and post-test instruments measured media text understanding and expression ability and were patterned after those used by British Film Institute (2003) and other major studies. Results: The experimental group showed higher levels of media text understanding and expression than the control group. Conclusion: The results are discussed with respect to their implications for educational practice and future research.

A Study on the Effects of Interactivity of Convergence Media (통신방송 융합 미디어의 상호작용성 효과에 관한 연구)

  • Han, Eun-Jeong;Mun, Hyeong-Nam
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.208-217
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    • 2007
  • The media industry influenced by digital convergence is developing in the direction which the media consumers change their passive attitudes for positive participation on the base of the interactivity of convergence media of telecommunication and broadcasting. And content is progressing toward on-demand service which is customer-oriented and open. In light of these findings, interactivity is the most important feature which is able to shift the paradigm of the media industry and critical success factors which should be considered in order to plan the media strategy. This study is aimed at shedding light on the effects of interactivity factors, which are main factors of ubiquitous environment, on consumer's acceptance intention and describing the role of perceived interactivity and awareness of media substitution in the process of formation of acceptance intention..

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A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

The Effects of Media Literacy-focused Sex Education Program on Teachers (교사에게 적용한 미디어 리터러시 중심 성교육 프로그램의 효과)

  • Baek, Seongsook;Jun, Eunkyoung;Kwon, Insook;Lee, Kwang Ho;Lee, Jong-Eun
    • Journal of the Korean Society of School Health
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    • v.28 no.3
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    • pp.229-238
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    • 2015
  • Purpose: This study was aimed to examine the effects of sexual education programs focusing on media literacy on teachers as a pilot study. Methods: This study is a quasi-experimental study and a total of 81 teachers (intervention n=42, control n=39) participated. Results: A sexual education program focusing on media literacy was conducted in the form of an 18-hour structured education module. The results were mainly assessed by measuring the teachers' pre- and post-study awareness and self-efficacy related to sexual media literacy. Awareness related to sexual media literacy of the intervention group (86.3) showed greater improvement than that of the control group (76.8). Also, self-efficacy related to sexual media literacy among the intervention group (20.1) showed greater improvement than that of the control group (17.4). Conclusion: The results highlight the effects of sexual education programs focusing on media literacy, which can improve teachers' competence in sexual education.

Treatment Characteristics of Biological Aerated Filter Process Using the Upflow and Downflow System (상향류 및 하향류 생물막여과공정의 처리특성에 관한 연구)

  • Lee, Yang-Kyoo;Kim, Gun-Hyub
    • Journal of Korean Society of Water and Wastewater
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    • v.20 no.6
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    • pp.837-848
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    • 2006
  • This paper presents the test results of biological aerated filtration(BAF) process to replace activated sludge process by enhancing treated effluent quality and reducing the costs. In BAF process both BOD and SS compounds in wastewater are degraded and removed by biological reaction and filtration. Upflow BAF with expanded polypropylene media and downflow BAF with ceramic media were used to investigate the effects of hydraulic and organic loads on effluent quality. As a result, in BAF processes which has different media, upflow BAF reactor shows 5% higher efficiency than downflow BAF and this phenomena caused by backwashing methods and operational conditions. The results of influence factors analyzed by Factor Analysis Method in BOD and SS treatment efficiency are the size of media, hight of media bed and type of media. The quantitative effects of media size are 5.73% in TBOD, 5.78% in SBOD and 7.65% in TSS, so we confirmed the main factor is media size.