• Title/Summary/Keyword: 뉴미디어 콘텐츠

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A Study on the Communicative Aesthetics in UCC New Media Art (UCC 뉴미디어아트에 나타난 소통미학에 관한 연구)

  • Kim, Eel-Kwon;Suh, Yong-Duck
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.1
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    • pp.68-76
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    • 2011
  • Today the new social and cultural area is generated by development of digital media and internet. Especially UCC is the new cultural area of this time, UCC is applicated and delivered the individual image and contents by digital equipment. This research tried to study the communication esthetics with the relation of a user. And it study about the function of the media communication, the cultural possibility, the value by art of UCC. From now I have not to see the UCC media technology the level of technical limit and we see it variously the level of cultural and artistic. I study the meaning of them and try the analysis. And I will study about the communication between the individual and the community. And I will study also the short aspect and the synthesize aspect of digital network, and how possible the realization of free culture. And I will analyse the meaning and system of UCC contents that product and copy today and then I will suggest that contribute the UCC culture development.

Factors of Influencing on UHDTV Acceptance (UHDTV서비스 수용 요인 연구)

  • Kim, Hyo-jin;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.14 no.6
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    • pp.425-430
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    • 2016
  • The goal of this study is to explore the factors that influence on intention to use UHDTV Service. Research problems has been designed to Structural equation model by Technology Acceptance Model. The Perceived quality, Price sensitivity, Innovativeness are adopted as independent variables. And Perceived usefulness, Perceived ease of use are adopted as intervening variables. A result of analysis, Perceived quality and Price sensitivity influenced the Intention to use via Perceived usefulness and Perceived ease of use. But in case of Innovativeness, it did not influence the Perceived usefulness while it influenced the Perceived ease of use. Meanwhile, the influence of Perceived quality to Perceived usefulness had more impact than the other path between the other factors.

Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

Parallel Structure Design Method for Mass Spring Simulation (질량스프링 시뮬레이션을 위한 병렬 구조 설계 방법)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.55-63
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    • 2019
  • Recently, the GPU computing method has been utilized to improve the performance of the physics simulation field. In particular, in the case of a deformed object simulation requiring a large amount of computation, a GPU-based parallel processing algorithm is required to guarantee real-time performance. We have studied the parallel structure design method to improve the performance of the mass spring simulation method which is one of the methods of implementing the deformation object simulation. We used OpenGL's GLSL, a graphics library that allows direct access to the GPU, and implemented the GPGPU environment using an independent pipeline, the compute shader. In order to verify the effectiveness of the parallel structure design method, the mass - spring system was implemented based on CPU and GPU. Experimental results show that the proposed method improves computation speed by about 6,000% compared to the CPU Environment. It is expected that the lightweight simulation technology can be effectively applied to the augmented reality and the virtual reality field by using the design method proposed later in this research.

Study on Justification of the Legislation of Multimedia -Literacy Education to Solve Side Effects of Improving Social Functions of SNS in the knowledge Information Society (Based on Ajzen's Theory of Planned Behavior) (지식정보화사회에서 SNS의 사회적 기능 향상에 따른 부작용 해결방안을 위한 멀티미디어 -리터러시 교육 법제화의 당위성에 관한 연구(Ajzen의 계획된 행위 이론을 기반으로))

  • Shin, Seungyong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.89-94
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    • 2021
  • Recently, the boundaries between people who produce and consume digital contents disappears due to the massive developments in information and communications technology (ICT) and the rapidly increasing spread of smartphones unlike in the traditional mass media (e.g., newspapers, radios, and TVs). Through the open service platform, the problem perception for each individual remains the same, but the problem solving methods varies as the service types have been diversified. The creation of added value through the growth of the new media platform industry is expected to enrich our lives, but it can also cause severe social side effects. For example, communication problems between social classes due to the information gap have led to generational conflict, and if such problems persist, it can cause national and social losses. Therefore, this paper analyzes the policy efforts to resolve the information gap and the necessity of the legalization of multimedia literary education to maximize the synergy effect through psychological model.

A Study on the expression and reader cognition of a Comics character (만화캐릭터의 표정과 독자 인지에 관한 연구)

  • Yoon, Jang-Won
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.227-231
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    • 2006
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This reserch was conducted as we thought sufficient study on various situations are required, and among them, for the reserch of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into catagories of "happiness, anger, sadness, pleasure" and "fear, astonishment and dislike" and based on these catagories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would read the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

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Expression and Reader Cognition of Japanese Comics Character (일본 만화 캐릭터의 표정과 독자 인지)

  • Yoon, Jang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.2
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    • pp.246-254
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    • 2007
  • As for comics and animation, the specific gravity came to become still larger in all the art fields together with the importance in various image media now which is useful and goes the time of the 21st century new media. Especially the demand of users to the vision culture which develops day by day, Sensitivity Engineering Department is trying to realize the necessity for a sensitivity design acutely together. The influence of the comics which have toxicity most also in Japanese culture in a geographical position like South Korea on it, and animation is the actual condition in the reason which has reached from youth universally to the layer for years, to be inquired systematic to a Korean comics language. This research was conducted as we thought sufficient study on various situations are required, and among them for the research of expressions of cartoons's characters, we've divided the expressions of characters that comes out in Japanese cartoons into categories of 'happiness, anger, sadness, pleasure' and 'fear, astonishment and dislike' and based on these categories, we've drawn out the minimum elements to express emotions in cartoon and prepared image-map by relating them with languages that express emotions of people and based on this, we've made a calculating tools on how our readers would recognize the expression languages. Samples of Japanese cartoons of which we've chosen for the purpose of drawing out the elements of expressions were limited to only published cartoons and we've made a foot steps for expression analysis of animation characters in the future.

A Background Study of 'Haenyeo Uprising Song' in the Jeju Haenyeo Anti-Japanese Movement (제주해녀항일운동에 나타난 '해녀항쟁가' 배경 연구)

  • Moon, Hyojin
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.754-764
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    • 2022
  • This study began with a reflection and review of looking back on the anti-Japanese movement of Jeju Haenyeo. The Jeju Haenyeo Anti-Japanese Movement is the largest women's solidarity movement in Korea, with the struggle for the right to survive expanding to the anti-Japanese movement. Kang Kwan-Soon of young intellectuals in Jeju carried out an enlightenment campaign and made the unfair lives of Haenyeo into song lyrics to promote the anti-Japanese consciousness. 'Song of Haenyeo' has been excluded from the record for reasons of using Japanese melodies of 'Tokyo March', not traditional folk songs, and the socialist forces behind it. The study of Jeju Haenyeo is an important basic reference for the study of the anti-Japanese movement that successfully led the Jeju Haenyeo's human rights struggle. Oral tradition songs are the most fundamental art form. Through this research to revive the spirit of the anti-Japanese movement and remember the value of their sacrifices and contributions through comparative of the two songs.

A Study on practical use about Kinetic Typography of Ethics Character Picture of filial piety and brotherly love (효제문자도(孝悌文字圖)의 키네틱 타이포그래피 활용 연구)

  • Chung, Chi-Won
    • Cartoon and Animation Studies
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    • s.50
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    • pp.327-347
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    • 2018
  • From the end of the 18th century to the end of the 19th century, the late 19th century was a genre of a new art that was in contrast to the distribution between social class and low class, and it was also a popular culture that attempted to transform the late Joseon Dynasty's social class. It is no exaggeration to say that it is the origin of the Korean folk art, started as popular art concepts, use colorful techniques and decorations which doesn't yield to ordinary iconography. But, because of the attempt of this technique was used by lower class, the meaning of the idea was lowered from iconography to secular picture. Ethics character picture, passed on to the present from going through the upheaval cultural time, was started from secular picture and transformed into hyukpil time illustration, and it represented popular arts until now. This thesis aims to reflect the meaning, various visual expressions and the lifestyle of Ethics Character Picture of filial piety and brotherly love, which is a unique genre of popular arts. Also, propose to suggest about the kinetic typography using video media, and how the traditional ethics character picture, which are combined with video technology, effects to the advertisements. These kind of attempts will show the world about the korea's traditional contents, and through the various media information it can be recreated as national symbolic key words. Furthermore, its meaningful to pass down the noble and cultural Ethics Character Picture of filial piety and brotherly love to younger generations. And by realigning to modern expression, it is predicted that it will be significantly meaningful to pass down and make the younger generations to understand to spirit of the ancestors. This will allow various attempts to reconstruct various items of contents from Korea's traditional contents to new media content that merged with video media.

A New Paradigm in the Distribution of Sport Contents: Sports as a New Media (스포츠 콘텐츠 유통의 새로운 패러다임: 스포츠의 뉴미디어화)

  • Park, Seong-Hee;Han, Seung-Jin;Seo, Won-Jae
    • Journal of Distribution Science
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    • v.15 no.10
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    • pp.93-103
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    • 2017
  • Purpose - Sports and the media have been developed together through a close relationship. During the past decade, the media landscape and the coverage of sports events have been changed. Sports fans can use the sports content at the time they want, on the platform they prefer. Furthermore, thanks to the advanced information technology, sports fans are likely to be more engaged in sport in communication technology-friendly stadium. However, the literature on the relationship between sports and the media has heavily focused on the differences of media types, clear distinction between media suppliers and consumers, and the limited media extension. Given the limitation of prior research, therefore, it has not fully reflected the change in society and culture, the importance of media recipients or consumers, and the mediating characteristic of the media. In order to generate further insights for sport media related industry and its society, it is necessary to comprehend the contemporary phenomena of real world situation in new media and sport and to discuss how new media influence sport and how their relationship is changing in managerial context. The purpose of this study is to identify new media cases as distribution channels in sports context and is to develop insights by discussing its role and meaning of new media in sport society. Research design, data, and methodology - The study employed the theory-centered review and case analysis. In order to explain phenomena of the role of new media in contemporary sport and to generate related insights in sport context, the study reviewed the new media cases applied in sport industry and interpreted their meaning by employing medium theory, remediation theory, and new media theory. Results - The study discussed the limitation of prior sport media research and identified the characteristics of sport as new media such as remediating, extending sensory organs, reiterating physical space and electronic space. Conclusions - The study derived the characteristics of sport as new media, in a sport setting, and through sports settings. Findings would assist to comprehend the role of new media in spectating sport and provide insights for sport media study.