• Title/Summary/Keyword: 문화커뮤니케이션

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A Study for Minimization of Data Loss in Multimedia Synchronization (멀티미디어 동기화에서 발생되는 데이터 손실의 최소화에 관한 연구)

  • Kim, Yong-Hwan
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.535-538
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    • 2010
  • 다양한 커뮤니케이션 테크놀로지의 발전으로 교육, 문화, 생활에 다양한 멀티미디어의 제작과 보급이 이루어지고 있으며 점차 멀티미디어 서비스의 서비스 품질에 대한 요구가 들어 나고 있다. 이에 본 논문에서는 멀티미디어 서비스에서 서비스 품질과 관련하여 핵심적인 기능으로 요구되는 동기화에 있어 다중 미디어를 표현하기 위해 미디어내의 시간 차이를 나타내는 지터에 대한 QoS 요구사항을 반영할 수 있는 동기화 규격 분야에 대한 새로운 모델을 제안한다.

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DIY Mobile Wedding Card Service (하객 간 커뮤케이션 제공 DIY 모바일 청첩장 서비스)

  • Cho, Jae-Hwon;Kim, Dae-Ho;Kim, Sue-Ann;Loh, Woong-Kee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.714-715
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    • 2015
  • 인터넷 접근성이 높아짐으로써 기존 오프라인 서비스가 온라인화 되어가고 있다. 기존 모바일 청첩장 제작은 보여주는 것이 주를 이루었지만 이 논문에서 제안하는 청첩장은 미혼 하객간 커뮤니케이션을 추가적으로 제공함으로써 새로운 결혼 문화를 기술적으로 제안한다.

新闻汉语学习词表拟制标准初探

  • Jo, Mi;Song, Jin-Hui
    • 중국학논총
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    • no.66
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    • pp.45-61
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    • 2020
  • Chinese for Journalism and Communication (CJC) is used not only to communicate, gather, read and understand the news and information in the daily life, but also to work as a professional in journalism. It includes daily CJC and professional CJC. It has similarities and difference with journalism terms. The lexical values of CJC words includes: recognition value, frequency value, composition value, and aggregation value.

An Analysis of Narrative Structures of Korean Animations Using Formation of Archetypes of Korean Culture As Their Motifs - Focusing on Animation 'Dalbitgungjeon' (2016) - (한국문화원형성을 모티브로 한 한국 애니메이션의 서사 구조 분석 -애니메이션 <달빛궁궐>(2016)을 중심으로-)

  • Lim, Yong-seob
    • Cartoon and Animation Studies
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    • s.51
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    • pp.83-105
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    • 2018
  • In the actantial model of Algirdas Julius Greimas, a story makes 3 kinds of relationships with 6 actants, and, in these relationships, the desires of subjects and objects are operated. And, when the subject performs its desire, there are both assistance of helper and disturbance of opponent. And, the object of desire wanted by the subject is provided by sender and receiver. Using this actantial model, this study analyzed the narrative structure of the animation 'Dalbitgungjeon', and, by rearranging the subject of capacity, examined general stream of communication. Korean animations have tried to approach using archetypes of Korean culture as motifs with various perspectives. But, it is true that, compared with foreign animations dramatized using cultural archetypes, Korean animations still have something to be desired. Thus, this study analyzed the narrative structure of 'Dalbitgungjeon' which was recently producted using archetypes of Korean culture as its motif, and, rearranging the subject of capacity, examined general stream of communication. By doing this, this study tried to search for the method of producing an animation equipped with more advanced narrative structure. Of course, narrative structure of Greimas has been studied in various aspects. However, there are still not enough animation researches using cultural archetypes of Greimas. Considering such aspects, this study focused on searching for a method of using the formation of cultural archetypes based on the analysis of fables of Greimas.

A Study on the Garden Meaning of Pungryu through Genre Painting in Joseon Dynasty (조선시대 풍속화를 통해 본 정원의 풍류적 의미 연구)

  • Zoh, Kyung-Jin;Seo, Young-Ai
    • Journal of the Korean Institute of Landscape Architecture
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    • v.36 no.5
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    • pp.94-107
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    • 2008
  • This study examines the diversity of garden culture in the Joseon Dynasty focusing on genre painting. Genre painting gives us insight into the various ways of enjoying the garden. The intimate activities portrayed in the painting show us about the vivid scenes of Korean garden at that time. Among the various meanings of gardens, sensual pleasure is focused on here. The garden has always been a place of pleasure for seeing, smelling, touching, meeting people and erotic flirting. Here, the oriental aesthetic idea of Pungryu is adopted to reformulate pleasure based on the traditional way of thought. Most Korean gardens in the Joseon Dynasty were understood as the place for Pungryu. Sensuality in the Korean garden associated with a high level of spiritual pleasure. In order to look closely into garden activities, genre paintings were selected and analyzed. Several characteristics were elicited. First, the garden was understood as the medium of communication through reconciling man with nature. Mediating man with nature often calls for uplifting the sense of community within groups of people. Second, the garden was featured as the place of cultural creation. Many scholars utilized the garden as a place for poetic imagination. Therefore, the garden was the locus of intellectual discourse. Third, personal retreat was one of important functions in the Korean garden. the humble attitude toward landscape such as solitude and mediation might be understood as one way of enjoying the nature. Fourth, taste, power and social relations were embedded in garden culture. Therefore, the garden was regarded as a space of distinction. Garden making was understood as one of the high class leisure activity. It was quite natural that the garden was used as a place of showing up their taste and culture. Finally, we need to reinvigorate the rich meanings of garden in contemporary practices. In-depth analysis of garden culture through the lens of genre painting gives us quite useful information in Korean garden culture.

Service Design in Airport for Sharing the Cultural Difference Among Tourists (여행객들의 문화적 차이 공유를 위한 공항 내 서비스 디자인 제안)

  • Gu, Min Hui;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.415-421
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    • 2016
  • There has been an enormous increase not only in the international economic exchanges but also in the cultural exchanges. However, studies to settle the cultural differences have been studied a lot with in economic and business partial but research of eliminating cultural differences for travelers has not been studied. Therefore, in this study, we tried to develop the service design to eliminate the cultural differences. To set the spatial range, we choose airport which can be the hub and the door of the travelers at the same time. Moreover, we tried to understand the meaning of communication and sharing to resolve differences in culture through literature studies. Further, we analyzed the airport application and examples of Wi-Fi linked services, so can be applied to the proposal. Travelers share the cultural differences by themselves; through the Wi-Fi service in the airport, and the existing airport application. We expect to be able to resolve the cultural differences between nations and develop not only their prosperity but also the national image by this service.

A Study of Contents's Effect on Intercultural Communication (콘텐츠가 문화커뮤니케이션에 미치는 영향)

  • 신정숙
    • Archives of design research
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    • v.11 no.1
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    • pp.33-42
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    • 1998
  • The movie, (Jurassic Park) made by ultramodern Computer Graphics has earned 100 million dollors admission fee in 9 days after opening release and has earned 3000 million dollors that add direct income to relative field income composed by fancy industry, theme park, and so on. If you compare the income with hollywood movies with ours total amount of export, you will know the contents industry scale Many countries weight on contents industry in national supports movies, now. All image softwares that have same target movies, computer game, animation, etc. compress to contents to entertainment and was expected to secure the superiority on the 21th ultramodern media industry. The one have hegemony 21th information period if how much have the contents by the dizital broadcasting. But meaning of intercultural communication play on important part more value of contents than value of political and economical aspect.

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Research on the Analog Emotional Communication Appeared in Digital Media Design (디지털미디어를 기반으로 하는 디자인에서의 아날로그감성 커뮤니케이션)

  • Son, Hyun-Ji
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.146-153
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    • 2010
  • With the advent of new media richness of technology in the digital age has transformed our lives. The development of technology, the more our lives more convenient, new, future-oriented, while expectations for the digital age, people are longing for warm, human sensibility became. Of modernism and post-modernism appeared to reflect the proliferation of digital media in culture, wandering through the complex has been diversifying. In the digital age stabilizing psychological or mental needs of people who want to begin to emerge as the disfunctional aspects of the digital age has been suggested for the problem. To respond to human emotion on the emotional reaction of users to consider the analog emotional design began to emerge. The analog to digital media to express emotions practical approach to the problem should be attempted. Analog in a digital environment, emotional nature of the digital technology and communication, and symbolic and emotional aspects of people as announced to blend the new extension, change, and an analog emotional design for the evolution and development of new possibilities to investigate the castle.

Global Advertising by Product Standardization Degree Comparative -Focused on Ads. of United States, Britain, Germany, Russia, Brazil, Japan- (글로벌 광고의 국가별·제품군별 표준화 정도 비교연구 -미국·영국·독일·러시아·브라질·일본의 광고를 대상으로-)

  • Choi, Kyung-Jin
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.143-153
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    • 2018
  • In this study, the difference in specific family of six countries for the representation of the elements of the global advertising through investigate the degree of standardization. National and cultural background, social and economic situation compared to the differences that appear here, would you want to see. Thereby global advertising on the message expressed in this and identify the limiting factor family By country looks for any difference illustrates. The analysis shows various contrasts and differences in products group and countries. But there is no need to pursue standardization of advertising in the global market. Why standardization is needed in terms of efficiency of communication in order to achieve cost savings, and the homogenization of preference. To do this, need to find a way to communicate in a global market of consumers can relate to. After all, this is simply not the standardization of advertising is determined that the communication environment and market conditions to build.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.