• Title/Summary/Keyword: media effects

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The effects of the surrounding viscoelastic media on the buckling behavior of single microfilament within the cell: A mechanical model

  • Khadimallah, Mohamed A.;Safeer, Muhammad;Taj, Muhammad;Ayed, Hamdi;Hussain, Muzamal;Bouzgarrou, Souhail Mohamed;Mahmoud, S.R.;Ahmad, Manzoor;Tounsi, Abdelouahed
    • Advances in concrete construction
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    • v.10 no.2
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    • pp.141-149
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    • 2020
  • In the present study, a mechanical model is applied to account the effects of the surrounding viscoelastic media on the buckling behavior of single microfilament within the cell. The model immeasurably associates filament's bending rigidity, neighboring system elasticity, and cytosol viscosity with buckling wavelengths, buckling growth rates and buckling amplitudes of the filament. Cytoskeleton components in living cell bear large compressive force and are responsible in maintaining the cell shape. Actually these filaments are surrounded by viscoelastic media consisting of other filaments network and viscous cytosole within the cell. This surrounding, viscoelastic media affects the buckling behavior of these filaments when external force is applied on these filaments. The obtained results, indicate that the coupling of viscoelastic media with the viscous cytosol greatly affect the buckling behavior of microfilament. The buckling forces increased with the increase in the intensity of surrounding viscoelastic media.

Longitudinal effects of media use in early childhood on grit in middle childhood: Mediating role of attention problems (유아기 미디어 사용이 주의집중 문제를 매개로 아동 중기 그릿에 미치는 종단적 영향)

  • Sujeong, Kang
    • Korean Journal of Childcare and Education
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    • v.18 no.6
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    • pp.21-36
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    • 2022
  • Objective: The present study examined long-term effects of media use during early childhood on grit in middle childhood, focusing on the mediating role of attention problems. Methods: For statistical analysis, the 6th, 7th, and 11th data sets from the Panel Study on Korean Children were used. A total of 1,352 cases were finally selected. Descriptive statistics analysis, correlation analysis, path analysis, and bootstrapping were conducted. Results: The results showed that the use of media for educational purposes in early childhood did not have a significant effect on attention problems and grit. However, when the media use time for play in early childhood was longer, levels of attention problems in early childhood were higher and levels of grit in middle childhood were lower. The mediating effect of attention problems on the relationship between media use time for play of young children and grit of middle childhood was significant. Conclusion/Implications: Findings of the present study suggest that the use of media for play during early childhood needs to be carefully monitored because it can have a negative effect on attention and grit development.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

The Effects of Social Media Utilization on Country Image and Purchase Intention (소셜미디어 활용수준이 국가이미지와 구매의도에 미치는 영향)

  • Park, Seong-Taek;Kim, Ki-Hong;Li, Guozhong
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.127-138
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    • 2013
  • The age of social network has arrived. Social media is the various online media for sharing of opinions and experiences and open for internet users' participation. As the new communication tools, social media has been in the limelight, threatening the traditional media as alternative media. In globalization, country image is seen as the source of competitiveness of a country. The goal of this study is to examine what impact does the utilization of social media has on country image, and we conducted our analysis in two aspects of social media utilization, usage volume and usage diversity. In addition, we examined the impact of factors that form the country image on purchase intention. The analytical results show that media usage volume positively affects country image, people image, political image and media usage diversity has significant effects on economical image, people image and political image.

Interactive information process image with minute hand gestures

  • Lim, Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.799-802
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    • 2016
  • It is definitely an interesting job to work with V4 to create various contents emphasizing different interfaces like 3D graphics, and multimedia such as video, audio, and camera. Moreover, beyond the other interface, as it could be used in the many aspects of the sensory sign such as visual effects, auditory effects, and touchable effects, it feels free to make a better developed model. We intended the users to feel some kind of pleasure and interactions rather than just using in aspect of Media art.

The Effects of Maternal Monitoring, Shared Activities, Education-Oriented Behavior, and Allowing Children to Own Smart-Phones on the Smart Media Usage Patterns of Elementary School Children (어머니의 감독, 활동공유, 교육지향행동, 스마트폰 허용여부가 초등학교 저학년 아동의 스마트 미디어 이용패턴에 미치는 영향)

  • Kim, Yoon Kyung;Park, Ju Hee;Oh, So Chung
    • Korean Journal of Childcare and Education
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    • v.17 no.3
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    • pp.65-87
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    • 2021
  • Objective: This study aimed to examine the effects of maternal monitoring, shared activities with children, maternal education-oriented behavior, and allowing children to own smart-phones on smart media usage patterns based on smart-phone usage time and purposes among elementary school children. Methods: The participants were 1,315 second-grade elementary school children from the 9th wave of PSKC. Latent profile analysis and the three-step estimation approach were used to examine the determinants of the latent profile and the effects of maternal parenting on the profile. Results: Four latent profiles were identified: 'High-level usage & Entertaining oriented,' 'Moderate-level usage & Social/entertaining oriented,' 'Moderate-level usage & Learning oriented,' and 'Low-level usage.' Additionally, results showed that each profile can be predicted by maternal monitoring, education-oriented behavior, and permitting children to own smart-phones. Conclusion/Implications: Our outcomes suggested that it would be necessary to understand the smart media usage patterns of elementary school children, considering both the amount of time spent with smart media and purposes of uses. Further, it is helpful for mothers to monitor children's daily activities, support their educational activities, and take the role of gatekeeper for smart media as a way of appropriate guidance for their children's use of smart media.

Implementation of Interactive Media Content Production Framework based on Gesture Recognition (제스처 인식 기반의 인터랙티브 미디어 콘텐츠 제작 프레임워크 구현)

  • Koh, You-jin;Kim, Tae-Won;Kim, Yong-Goo;Choi, Yoo-Joo
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.545-559
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    • 2020
  • In this paper, we propose a content creation framework that enables users without programming experience to easily create interactive media content that responds to user gestures. In the proposed framework, users define the gestures they use and the media effects that respond to them by numbers, and link them in a text-based configuration file. In the proposed framework, the interactive media content that responds to the user's gesture is linked with the dynamic projection mapping module to track the user's location and project the media effects onto the user. To reduce the processing speed and memory burden of the gesture recognition, the user's movement is expressed as a gray scale motion history image. We designed a convolutional neural network model for gesture recognition using motion history images as input data. The number of network layers and hyperparameters of the convolutional neural network model were determined through experiments that recognize five gestures, and applied to the proposed framework. In the gesture recognition experiment, we obtained a recognition accuracy of 97.96% and a processing speed of 12.04 FPS. In the experiment connected with the three media effects, we confirmed that the intended media effect was appropriately displayed in real-time according to the user's gesture.

An Analysis of the Economic Effects for the Immersive Media Industry (실감미디어 산업의 경제적 파급효과 분석)

  • Lee, Kyoung-Jae;Jeong, Woo-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.7B
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    • pp.795-805
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    • 2011
  • The research on the immersive media technology is actively being done with the emergence of immersive services using immersive media, especially in the broadcasting industry and with the increased market demand for it. The industry which produces, transmits, processes and services the immersive contents is commonly called Immersive Media Industry. Immersive Media Industry has recently received attention as next-generation strategic industry with its high marketability and its high possibility of market expansion through convergence with other industry such as education, health, advertisement, travel and public service industry. As other advanccd country such as the U.S., Japan and Europe buckle down to take the innitiative in the immersive media industry, Korea government also begins to make plan to promote the immersive media industry. As above, immersive media industry is a cutting-edge convergence industry which embraces broadcasting, telecommunication and contents industry and it is rising as core growth engine industry. This article analyses the economic effects of immersive media industry through quantatitive method and evaluates the relations between the immersive media industry and the other related industries. As a result, the effect on production inducement of immersive media industry is 610.9 billion Korean Won; the effect on value-added inducement is 468.7 billion Korean Won; and it is measured that 3,258 job will be created by the immersive media industry.

The Effects of Neighborhood and Mass Media Experience on the Prosocial Behavior of Children - Focusing on the Mediating Effect of Empathy (이웃 및 대중매체경험이 아동의 친사회적 행동에 미치는 영향 - 공감능력의 매개효과를 중심으로)

  • Hwang, Hyewon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.615-625
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    • 2021
  • The purpose of this study were to examine the effects of neighborhood and mass media experience on the prosocial behavior of children and to verify the mediating effect of empathy. For this purpose, 419 5th and 6th elementary students living in Chungbuk area were included in this study. The data were analysed using SPSS and the main results of this study are as follows: First, the levels of positive mass media experience, empathy, and prosocial behavior were significantly higher in girls than boys and children who perceive their economic status as high showed higher satisfaction on their community environment, empathy, and prosocial behavior than the others. Also, neighborhood and mass media experience had significant effects on the empathy and prosocial behavior of children. Especially positive mass media experience was the most powerful predictor of empathy and prosocial behavior. Finally, the satisfaction of their community and the positive mass media experience had direct effects on the prosocial behavior of children and had indirect effects through empathy. That is, the partial mediating effects of empathy were verified. Based on the results, several practical intervention strategies for improving empathy and prosocial behavior of children were presented.

Social Media Performance: From the Perspective of Social Media Apathetic Behavior

  • Inwon Kang;Sungjoon Yoo
    • Journal of Korea Trade
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    • v.26 no.3
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    • pp.1-22
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    • 2022
  • Purpose - Social media platforms have presented individuals with an opportunity to create and maintain their social relationship through the use of social media services. However, such social relationship has a negative influence on users' interest in social media. Design/methodology - Using structural equation modeling, this study seeks to examines the effects of different social media conflicts (individual and social conflicts) on users' psychological internal state, especially user apathetic behavior Findings - The findings confirm that, among social media conflicts, social-related conflict, especially social interaction overload has a negative effect on cognitive resonance, while individual conflict has the highest effect on cognitive dissonance. Also, cognitive dissonance has a much greater effect than cognitive resonance on user resistance, this means that users' negative perception of social media has a greater influence on their resistance. Lastly, user's resistance was found to have a positive influence on user's apathetic behavior. Originality/value - In other to capture social media Apathetic behavior, this study focus on social media conflict perspective, which includes social-related conflict and individual conflict, which are found to influence users' internal states towards social media and further induce social media behavior. This study is unique because it is among the first to explore social media apathetic behavior by focusing on the influence of both external social media conflict and internal state. Also, this study proposed that social related conflict has a higher negative influence on WeChat user than individual related conflict.