c:mt:2016:theories
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| c:mt:2016:theories [2016/07/01 06:32] – ↷ Links adapted because of a move operation hkimscil | c:mt:2016:theories [2017/02/20 06:27] (current) – hkimscil | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | [[http:// | + | [[: |
| - | + | ||
| - | ====== Introduction to Theory ====== | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | ====== Diffusion and Innovation ====== | + | |
| - | * Diffusion of Innovation (Samsung vs. Apple: Why do they differ from each other?) | + | |
| - | * [[http:// | + | |
| - | * {{: | + | |
| - | * 트위터는 소셜 네트워크인가?: | + | |
| - | * [[: | + | |
| - | * [[: | + | |
| - | ====== Formation of public opinion influenced by mass media, new media ====== | + | |
| - | * [[: | + | |
| - | * [[http:// | + | |
| - | * Agenda influenced by mass media | + | |
| - | * [[http:// | + | |
| - | * Agenda setting influenced by social media | + | |
| - | * {{: | + | |
| - | * Cultivation | + | |
| - | * [[http:// | + | |
| - | * Spiral of Silence | + | |
| - | * [[http:// | + | |
| - | ====== Social norms in online environment, | + | |
| - | * Social behavior in online environment | + | |
| - | * {{: | + | |
| - | ====== Persuasion in new media (Social media and marketing) ====== | + | |
| - | * Advertising in mass media | + | |
| - | * [[http:// | + | |
| - | * [[https:// | + | |
| - | * 참조: [[http:// | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | * Advertising in new media (social media) | + | |
| - | * {{: | + | |
| - | * < | + | |
| - | * Social Media PR | + | |
| - | * {{: | + | |
| - | ====== Violence ====== | + | |
| - | * Violence in (on-line) Games, on-line environment, | + | |
| - | * [[http:// | + | |
| - | ====== Addiction ====== | + | |
| - | * Addiction in Games, Computer (the Internet) | + | |
| - | * [[http:// | + | |
| - | ====== Social network analysis ====== | + | |
| - | * Social support, Social capital\ | + | |
| - | * [[http:// | + | |
| - | * {{: | + | |
| - | * Social network in social media | + | |
| - | * [[http:// | + | |
| - | * {{: | + | |
| - | ====== Social media and social changes (or movement) ====== | + | |
| - | * {{: | + | |
| - | * {{: | + | |
| - | ====== Journalism ====== | + | |
| - | * social media as a means of news diffusion (참여 저널리즘) | + | |
| - | * Big data journalism | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | * Internet journalism (Blog journalism) | + | |
| - | ====== Big data and their influence (social political impacts) ====== | + | |
| - | * < | + | |
| - | * [[http:// | + | |
| - | * {{: | + | |
| - | + | ||
| - | + | ||
| - | <WRAP col2> | + | |
| - | Read Theories in CMC: {{: | + | |
| - | - [[: | + | |
| - | - " | + | |
| - | - [[:Violence in Mass Media]] Research | + | |
| - | * [[: | + | |
| - | * Inoculation, | + | |
| - | * [[: | + | |
| - | - 사이버폭력 | + | |
| - | - [[:Social Network Analysis]] | + | |
| - | * From [[:Two Step Flow Model]] to [[Diffusion Theory]] | + | |
| - | * Structure of relationships among group (social) actors may influence outcomes of the society. | + | |
| - | * [[:Weak Ties Theory]] or [[:The Strength of Weak Ties]] vs Strong Ties | + | |
| - | * [[:Social Network Analysis]], how is it related to [[: | + | |
| - | * How about [[Complex Theory]]? | + | |
| - | * Social network characteristics in social media use: who is doing what? | + | |
| - | * Can social network explain diffusion of innovation (or technology or idea)? | + | |
| - | - Social Media and Social Changes | + | |
| - | * Media and Social Changes: How powerful are they? - [[http:// | + | |
| - | * What is the relationship between social media and social movement? | + | |
| - | * What is the term, " | + | |
| - | * What kind of structures are prone to change (social change)? (See {{c:mt: | + | |
| - | - Social Media and Marketing | Advertising and New Media | + | |
| - | * Social Media Marketing - Viral Marketing | + | |
| - | * What is it; How is it done? Why is it important? | + | |
| - | * What are the relative theories and ideas about human? | + | |
| - | * {{c: | + | |
| - | * {{c: | + | |
| - | * [[http:// | + | |
| - | * [[amazon> | + | |
| - | - Group Norms in Game (Online) Environments | + | |
| - | * How are they formed & Why do they have powers? | + | |
| - | * How are they formed and reinforced in Game (Online) menvironment? | + | |
| - | * cf. Hofstede' | + | |
| - | * Also think about social norms :: cultures | + | |
| - | - Why are people complaining about impartiality of Daum Agora? | + | |
| - | * What theories | + | |
| - | * Does the "use of real-name" | + | |
| - | * What about avatar or picture of self, would they help? | + | |
| - | * Why are people meaner in online than in off-line (or F2F). | + | |
| - | * Why Group bi-polarization occur? | + | |
| - | * What is [[:Social Presence Theory]]? How is it related to [[:Media Richness]] and [[:Lack of Social Cues Theory]]? | + | |
| - | * What about [[:Social Information Processing Model]], [[:SIDE Model]] ([[:SIDE Model|Social Identification/ | + | |
| - | * What are the better method to prevent dis-inhibition of online users? | + | |
| - | - Are you being manipulated? | + | |
| - | * Why do portals (naver and daum) provide "real time issues?" | + | |
| - | * What is in there? | + | |
| - | * What people would read first, and last? | + | |
| - | * What are the relative theories? | + | |
| - | * [[:Priming Effect]], what is it? | + | |
| - | * [[: | + | |
| - | * How are the relationship changed from " | + | |
| - | * Where is (your) important agenda come from? Television News, Portal News or a place like Daum Agora? | + | |
| - | * Add it to social media. | + | |
| - | * How is it related to public opinion? | + | |
| - | - [[: | + | |
| - | * What is Addiction? | + | |
| - | * Symptoms and diagnosis | + | |
| - | * Is it curable? | + | |
| - | * Solution, particularly for GAMES? | + | |
| - | - Formation of Public Opinion | + | |
| - | * How are the majority of opinion formed and emerged? | + | |
| - | * What are the theories related to this concept? How are they interact with each other in terms of understanding " | + | |
| - | * [[:The Third Person Effect]] | + | |
| - | * [[:Agenda Setting]] | + | |
| - | * [[:Spiral of Silence]] | + | |
| - | - Big data and social science | + | |
| - | * Why some people keep telling us that theories will die? | + | |
| - | * Is it significant enough to consider it as a theoretical framework? Or is it just a social happening? | + | |
| - | * What are the theories that are related to big data and social media? | + | |
| - | * SNS and Big Data | + | |
| - | * The Dynamics of Public Attention: Agenda-Setting Theory Meets Big Data | + | |
| - | * Big Data in the Information Age: Exploring the Intellectual Foundation of Communication Theory | + | |
| - | * The end of theory | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | * [[http:// | + | |
| - | - [[: | + | |
| - | * What are the important elements in diffusion process? | + | |
| - | * Why are some people ahead in comp. to others in terms of adoption of technologies (ideas, innovations)? | + | |
| - | * What are the characteristics of them? | + | |
| - | * How people choose something over the other? What is the process? | + | |
| - | * [[: | + | |
| - | - Persuasion | + | |
| - | * Related to Marketing/ | + | |
| - | ---- | + | |
| - | * Misc. | + | |
| - | * [[:Sleeper Effects]] | + | |
| - | * UX in New Media | + | |
| - | * [[: | + | |
| - | + | ||
| - | </ | + | |
| - | \\ | + | |
| - | <WRAP clear/> | + | |
| - | <WRAP col2> | + | |
| - | - Violence in (on-line) Games, on-line environment, | + | |
| - | - Addiction in Games, Computer (the Internet) | + | |
| - | - Diffusion of Innovation | + | |
| - | - Samsung vs. Apple: Why do they differ from each other? | + | |
| - | - Social network analysis | + | |
| - | * Social support | + | |
| - | * Social capital | + | |
| - | - Social media and social changes (or movement) | + | |
| - | - Persuasion in new media (Social media and marketing) | + | |
| - | * Advertising in mass media | + | |
| - | * Advertising in new media (social media) | + | |
| - | * Social Media PR | + | |
| - | - Social norms in online environment, | + | |
| - | * Social behavior in online environment | + | |
| - | - Formation of public opinion influenced by mass media, new media | + | |
| - | * Agenda influenced by mass media | + | |
| - | * Agenda setting influenced by social media | + | |
| - | - Big data and their influence (social political impacts) | + | |
| - | - Journalism | + | |
| - | - social media as a means of news diffusion | + | |
| - | - Big data journalism | + | |
| - | - Internet journalsim | + | |
| - | - Blog journalsim | + | |
| - | - 참여 저널리즘 | + | |
| - | + | ||
| - | </ | + | |
| - | \\ | + | |
| - | <WRAP clear/> | + | |
| - | <WRAP col2> | + | |
| - | - 관심 분야 선정 | + | |
| - | - 관련된 이론 찾기 (도서관 - 서적 + 논문) | + | |
| - | - 그룹: 서적 찾기 2, 읽고 요약 | + | |
| - | - 개인: 논문 찾기, 읽고 요약 | + | |
| - | - 그룹: 발표 | + | |
| - | - 관심 분야 세련화 | + | |
| - | - 관련된 연구 찾기 (논문 + 서적) | + | |
| - | - 개인: 논문 소개 + 선택분야와의 관련성 | + | |
| - | </ | + | |
| - | \\ | + | |
| - | <WRAP clear/> | + | |
| - | + | ||
| - | ======= | + | |
| - | ^ Area ^ Communication \\ Level ^ New \\ Technolgies | + | |
| - | | < | + | |
| - | - Game | + | |
| - | - Advertising | + | |
| - | - Marketing | + | |
| - | - //Governing (-ment)// | + | |
| - | - // | + | |
| - | - //Everyday Life// | + | |
| - | - User Experience (UX) | + | |
| - | </ | + | |
| - | - // | + | |
| - | - // | + | |
| - | - //Group// | + | |
| - | - // | + | |
| - | - Mass Media & Communication | + | |
| - | - Book | + | |
| - | - Journalism | + | |
| - | - Film | + | |
| - | - Television | + | |
| - | - Radio | + | |
| - | </ | + | |
| - | - New Media | + | |
| - | - CMC (the Internet) | + | |
| - | - Mobile | + | |
| - | - Social Media | + | |
| - | - Big Data | + | |
| - | - New Technologies | + | |
| - | - Augmented Reality | + | |
| - | - Virtual Reality | + | |
| - | - Location Based Services | + | |
| - | - Technologies | + | |
| - | - What are the effects of such \\ technologies (Why are \\ they significant? | + | |
| - | - Cloud Computing | + | |
| - | - Mobile Payment | + | |
| - | - Samsung Pay | + | |
| - | - Wearable Computing | + | |
| - | </ | + | |
| - | - Addiction | + | |
| - | - Self | + | |
| - | - Relationships | + | |
| - | - Effects (at social and individual level) | + | |
| - | - Knowledge (transfer) | + | |
| - | - Affection/ | + | |
| - | - Decision Making (Action - Behavioral) | + | |
| - | - Rational/ | + | |
| - | - Exposing | + | |
| - | - Selection | + | |
| - | - Persuasion | + | |
| - | - Performance | + | |
| - | - Perception | + | |
| - | - Violence | + | |
| - | </ | + | |
| - | + | ||
| - | ====== Application ====== | + | |
| - | <WRAP box> | + | |
| - | Each Number = 해당되는 항목 | + | |
| - | 0 = Inapplicable (해당없음) | + | |
| - | + | ||
| - | * 0.0.0.2. [[: | + | |
| - | * 06.2.0.3. [[: | + | |
| - | * 0.2.1a.3. [[:Social Influence of Technologies]] | + | |
| - | * 0.2.1a.3. [[:Social Identity Theory]] | + | |
| - | * 0.34.1a.4d. [[:Media Richness]] | + | |
| - | * 0.2345.12.4ac. [[: | + | |
| - | * 1.0.0.01. 몰입 [[:FLOW]] | + | |
| - | * 1.0.0.1. [[: | + | |
| - | * What is Addiction? | + | |
| - | * Symptoms and diagnosis | + | |
| - | * Solution, particularly for GAMES? | + | |
| - | * 456.5bde.(1cd).4abc. [[:Agenda Setting]] | + | |
| - | * 45.5bde.(1acd).4bc. 여론의 형성 [[:Spiral of Silence]] | + | |
| - | * [[: | + | |
| - | * [[:Social Norms]] - the Concept | + | |
| - | * 1? | + | |
| - | * 5.5d.0.4abc. [[:Uses and Gratification]] | + | |
| - | * 23.(? | + | |
| - | * 0.0.1d.4abc. [[:The End of Theory]] due to the use of big data | + | |
| - | * (? | + | |
| - | * 0.234.(? | + | |
| - | * 0.5.().e. [[:Hostile Media Effects]] | + | |
| - | * SA. [[: | + | |
| - | * 0.1.0.4ab. [[: | + | |
| - | * 23.1.1a.4e. [[: | + | |
| - | * 167.34.1a(c2abcd).34. [[:Social Presence Theory]] | + | |
| - | </ | + | |
| - | + | ||
c/mt/2016/theories.1467354774.txt.gz · Last modified: by hkimscil
