• Title/Summary/Keyword: personal media

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Nurse's Image Perceived by Elementary, Middle and High School Students (초·중·고등학생들이 지각하는 간호사 이미지에 관한 연구)

  • Kim, Yu Mi;Kang, Young Sil
    • The Journal of Korean Academic Society of Nursing Education
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    • v.19 no.3
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    • pp.384-395
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    • 2013
  • Purpose: This study aimed to investigate the nurse's image and role projected in media and perceived by elementary, middle and high school students. Methods: Data were collected from 544 students in J city, Korea during December 2010 to February 2011. The nurse's image was measured by the instrument developed by Yang (1998). Nursing experiences and nurse's role in media was measured by self-administered questionnaires with 8 questions. Statistical analysis was made with t-test and ANOVA using SPSS win 18.0. Result: The score on personal image was the highest, while the score on social image was the lowest. Elementary school students reported a positive image compared with middle and high school students. Male students had a more positive image than female students. Of various media, students had more experiences related to nurses from TV rather than internet sites, books and newspaper/magazines. Especially, the nurse's role on TV 'seemed to be an assistant of a doctor' was rated the highest by the students. Conclusion: It is necessary to develop a strategy to improve the social image of the nurse through TV by providing correct information on the nurse's role. For this purpose, it is required to consistently monitor and analyze the nurse's role shown in media.

Determinant Factors of Innovation Resistance of Social Media (소셜미디어 혁신저항 결정요인에 관한 연구)

  • Jeong, Hwa-Seob
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.158-166
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    • 2013
  • This study gave attention to the people who has resistance of the social media that tens to be the use as innovations. Therefore, this study examined the determinant factors of psychological resistance of the social media such as Twitter focused on students as none-users of social media. Total of 268 none-users participated in this study. The results were as follows. First, relative advantage influenced negatively on innovation resistance. Second, perceived complexity influenced significantly not on innovation resistance. Third, perceived risk influenced positively on innovation resistance. Therefore, social media related to social relationship should improve relative advantage, the other way, decrease perceived risk such as defamation and personal attack.

Personalized Message Syndication As a Smart Media (스마트 미디어로서의 개인화된 메시지 신디케이션)

  • Lee, Seo-Young;Kim, Nam-Yun;Lee, Bong-Gyou
    • The KIPS Transactions:PartA
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    • v.19A no.1
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    • pp.61-68
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    • 2012
  • Since the increasing use of smart devices such as smartphone and tablet PC improves the quality of convergence of broadcasting and telecommunication, many new media have been created. This smart device can provide personal environments based on user's profile (age, gender, and job) and current location. In addition, it can be regarded as a media platform with two-way communication. This paper proposes personalized message syndication, called PMS, based on smart devices and then analyzes its business and technical issues. The PMS service as a smart media provides consumers customized information and can be used for producer's marketing tools which can lead consumers' heart and participation.

How to Understand the Digital Photography -A Cooperative Autoethnographic Study (디지털 사진행위를 어떻게 이해할 것인가? -협업적 자기민속지학 연구를 바탕으로)

  • Kim, Jiyoung;Joo, Hyoungil
    • Korean journal of communication and information
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    • v.67
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    • pp.62-87
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    • 2014
  • The purpose of this study is to understand the social and cultural implication of the activities of taking 'selfies' and the use of Social Network Service(SNS)s through the personal story of a 20s female researcher. She analyzes her own digital photography activities based on the experience of the use of Cyworld photo albums for three years and the use of pictures in iPhone album for fifteen months. The other researcher(40s male) cooperates to answer the questions about how to understand the digital photography activities. We understand the digital photography activities including digital cameras, social network services and smart phones as acts of personal identity configuration and acts of making the personal documentary. As a result, digital photos are used more for archive purpose rather than for document purpose. Also, we found that the digital photography activities can be understood as the interactions between human and non-human actors in the perspective of Actor-Network Theory (ANT).

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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 model for preventing the spread of infectious diseases using beacons (비콘을 활용한 감염병 확산 방지 시스템에 관한 모델)

  • Kim, Ho-Yoon;Kim, Hyo-Jong;Shin, Seung-Soo
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.14-22
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    • 2021
  • As the Covid-19 outbreak spreads and prolongs around the world, visitor lists are prepared in various ways when entering the facility to prevent infection and identify confirmed people. In this study, we propose an access management system using beacons to solve the problems with the preparation and management of existing visitor lists. The research method searches the laws related to the collection of personal information and compares the current status of personal information collection and trends in the beacons. The proposed system compares and analyzes existing methods and security and efficiency, which confirm accurate and rapid access registration. By using Beacon access management system, it is effective in preventing and responding to the spread of new infectious diseases in the future.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

New Paradigm Changes in Animation in the Era of Media Convergence (미디어 컨버전스 시대 애니메이션의 새로운 패러다임 변화)

  • Lee, Sang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.31-43
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    • 2007
  • Recently, the animation market requires a new consumption form of animation contents that can meet the trend and environment of a new era. Therefore, the main purpose of this study is to seek new changes in paradigm by analyzing the animation examples from media to media in order to confirm in which form animation genres are changed in the ers of media convergence. The finding shows that the paradigm changes in animation are essentially caused by the development of internet communication technology, the interactiveness, and the emergence of new media by media characteristics. As a result, the environment of consumption involves the introduction of active marketing centered on personal media and the new insight into the genre of animation, and the industry of animation has a high possibility of developing into a leading industry in the future based on the development of creation technology and on the paradigm of empirical economy and requires the animation education based on new media. This study will find its significance in that it may provide the basis of study in terms of theory and practice of the creation animation research focused on new media.

The Effects of Instructional Multi-Media in Home Economics Education Perceived by Teachers. (멀티미디어 활용효과에 대한 가정과 교사의 인식)

  • 박명숙
    • Journal of Korean Home Economics Education Association
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    • v.12 no.3
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    • pp.105-114
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    • 2000
  • The purpose of this study was to investigate the effects of instructional multi-media in Home Economics Education perceived by teachers. The data for this research were attained from 139 middle & high school teachers of Home Economics. The data were analyzed by frequency of distribution, mean, stand deviation. t-test and analysis of variance, scheffe test with SPSSWin 7.5 program. The results of this study are as follows: The effects of instructional multi-media were composed of four dimensions in this study; need, frequency of use, pros and cons. 1. From these four dimensions, the need has the highest and the frequency of use has the lowest score. 2. The effects of instructional multi-media are significantly related to personal & environmental characteristics. 1)Need of the instructional multi-media effects is significantly different according to age, experience of computer education and possession of a computer at home. Low and high age groups are higher in the need of the instructional multi-media effects score than middle group age and the more experience of computer education and possession of a computer at home are higher in that score. 2) Frequency of use is significantly different according to LAN system in school. The higher score of frequency of use is in a LAN system’s school. 3) Pros of the instructional multi-media effects is significantly different according to the level of education, experience of computer education and the type of school. Undergraduate high school teachers and the lower o experience of computer education are higher in the pros of the instructional multi-media effects score. 4) Cons of the instructional multi-media effects is significantly different according to the level of education. Graduate teachers are higher in the cons of the instructional multi-media effects score.

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Exploring Social Media Technologies Awareness and Use among Postgraduate Students of Library and Information Science in Nigeria: An Investigative Study

  • Stella Chinnaya Nduka;Sunday Olanrewaju Popoola
    • International Journal of Knowledge Content Development & Technology
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    • v.14 no.3
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    • pp.59-76
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    • 2024
  • The prominent role accorded to social media in the academic community for research, teaching and learning revolves around its significance among users. Social media offers a platform for individuals to engage with and share perceptions relating to different disciplines. This current research was conducted to investigate the level of awareness and frequency of social media technology use among postgraduate students of Library and Information Science in Nigerian universities. The descriptive survey design was used for the study. Structured questionnaires were used to collect data from 919 library and information science (LIS) postgraduate students in the universities. In all, 742 copies out of the 919 distributed were returned and found usable, thereby making the return rate to be 81%. Data collected were analysed using mean and standard deviation. The study revealed that the LIS postgraduate students frequently use social media such as Wikipedia (x=3.94>3.50), Instagram (x=3.86>3.50), Facebook (x=3.85>3.50), Zoom ($\overline{x}$=3.78>3.50), LinkedIn (x=3.69>3.50), YouTube ($\overline{x}$=3.54>3.50), Twitter (x=3.52>3.50). The study established that students use social media tools for their personal, professional and research activities. The study also found that the level of awareness and use of social media by the students was high. The study recommended that the use of social media should be incorporated into the LIS curriculum including training sessions for the students on how to use the media effectively.