• Title/Summary/Keyword: 미디어재현

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A Study on Utilization Method of the Metaverse in Digital Heritage (디지털 문화유산의 메타버스 활용방안 연구)

  • Seol, Yeonsu;Joo, Chungmin;Yoo, Jongwon
    • Smart Media Journal
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    • v.10 no.4
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    • pp.111-120
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    • 2021
  • This study looked at how the digital cultural heritage, which is being actively built by the government and public institutions, can be utilized in the metaverse service. Through an expert interview, we investigated how the digital cultural heritage of Bulguksa can be serviced with the four elements of the metaverse: augmented reality, mirror world, lifelogging, and virtual world. As a result of the study, it was confirmed that when digital cultural heritage is used in a virtual space called metaverse, interactive and realistic services can be provided to users. In addition, it was found that users can exhibit, experience, and educate online parts that are not available in real life in the same situation as if they were in the field. Through this, it was confirmed that if digital cultural heritage is designed as a metaverse service, it can provide functions and services of a different level than before. In particular, the result was obtained that it is possible to provide services considering the characteristics of each of the four elements of the metaverse. First, it is possible to obtain the convenience of augmenting the senses by using augmented reality, and secondly, it is possible to obtain the scalability and efficiency of reproducing the real space by using it as a mirror world element. Third, by using the lifelogging element, communication can be strengthened through the user's record and connection, and fourthly, through the virtual world element, roles and activities in the virtual world can be given to the user. Therefore, if digital cultural heritage is developed as a metaverse service in consideration of these factors, a more active and open experience environment can be provided to users.

Studies on Korean Digital Fantasy Film -Genealogy, Case, and Social Meaning (한국 디지털 판타지 영화 연구 -계보, 표본, 그리고 사회적 의미)

  • Kim, Chung-Kang
    • Journal of Popular Narrative
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    • v.26 no.1
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    • pp.41-76
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    • 2020
  • Recently, the cinema industry faced a crisis on the rise of various media platforms such as Netflix, Amazon Prime, IPTV, and Kakao Page. The rate of film release in the theater has become ever shorter, and the secondary consumption of film through IPTV, tablet, PC, or mobile has seen a drastic increase. In the midst of this new media-geography, the most significant change in recent years would be the rise of the 'fantasy film' genre. This paper explores the conditions and characteristics of fantasy films in the way in which the genre has been constituted, and delves into particular aspects that its contents contain. This is an attempt to understand the sociology of the birth of a new genre. In this process, this paper will ask two frequently raised questions in regard to this genre. The first is to ask whether we can discern fantasy from reality, and the second is to examine whether the fantasy genre implicates certain social subversion. These two questions aim to discover how fantasy forms a relationship with reality and what this means. To do so, this paper will trace the genealogy of the fantasy film genre in Korea and analyze recent big hits such as the series as the model case of digital fantasy film. Through this exploration, this paper will be able to provide a new sociology of the fantasy film production and consumption in the 21st century Korea.

Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

A Dilemma of Feminist Crime Narrative -focus on Yang Gui-Ja's Romance I Wish For What Is Forbidden (어느 페미니스트 범죄 서사의 딜레마 -양귀자의 『나는 소망한다 내게 금지된 것을』 소고)

  • Lee, Hye-Ryoung
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.223-261
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    • 2019
  • This article is a reexamination of the feminist criminal narrative I wish for what is forbidden by Yang Gui-ja in the context of the rise of the women's movement and consumer culture of the middle class in Gangnam in the 1980s and 1990s. At this time, the explosive media culture served to strengthen the ideology that placed the middle-class family at the center as well as the consumption culture. The combination of consumer media culture, women's movement and democratization created a soft and domestic male image while visualizing the material foundation of the middle class in the 1990s of South Korea. In this novel, the domestic male image transforms the feminist criminal narrative into the narrative of the femme fatale attacking the stability and dignity of the middle class family, and at the moment of the transformation, the feminist woman Kang Min-ju is killed by a lower class man who has admired and loved her. This novel is not only current but also signifying as a text that overlaps sociocultural reproduction and feminist issues of the middle class based on Gangnam in the 1990s. This is because it shows the sociocultural context of femicide, such as serial murder of targeting women, as a core code of criminal narrative to be held in Korea since the late 1990s.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

A Study on the Collection and Application Measures for Media Platform Based Materials (매체 플랫폼 기반 자료의 수집 및 적용 방안 연구)

  • Younghee Noh;Youngmi Jung;Aekyoung Son;Inho Chang;Hyunju Cha
    • Journal of Korean Library and Information Science Society
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    • v.55 no.1
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    • pp.193-214
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    • 2024
  • This study aimed to propose a method for collecting and applying media platform based materials at the National Library of Korea. Firstly, we analyzed the current status and limitations of data collection based on domestic media platforms, including the National Library of Korea. Secondly, a literature review method was used to investigate the current status and types of digital content based on media platforms. Thirdly, we identified the types of materials based on media platforms that are not currently included in the National Central Library's online material collection guidelines through the examination of cases from major overseas libraries. Fourthly, after reviewing technical and legal elements such as the definition of collection targets and scope for each new media, and collection methods, we established collection criteria. Fifthly, based on the research results, the policies proposed in this study are as follows: 1) there is a need to establish a clear legal basis for the collection of media platform based materials; 2) the development and presentation of collection guidelines for media platform based materials is necessary; 3) the development of collection tools and infrastructure for media platform based materials is required; 4) for the collection of media platform based materials, it is necessary to obtain permission for collection from targeted social media organizations, and to cooperate in linkage with organizations that produce and service extended reality content; 5) for the service activation of media platform based materials, it is necessary to improve accessibility for the usage activation of these materials, to enhance the content extensibility and ease of use of the e-deposit system including extended reality content, and to advance and construct spaces for reproducing extended reality content.

A Preliminary Study of MPEG-V Scent effects on Virtual Reality Content (가상현실 콘텐츠 용 MPEG-V 후각효과 기초 연구)

  • Lim, Yong-Chul;Kim, Sang-Kyun;Lee, YoungMi
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.589-599
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    • 2017
  • This paper introduces a system to reproduce the olfactory effect using the MPEG-V (ISO / IEC 23005) standard to verify the reliability of the fragrance used in the olfactory experiment Using the implemented system, with experiment participant wearing HMD(Head Mounted Display), we carried out one-to-one matching of aroma and scent object images, matching images of aroma and many scent objects, matching of aroma and fragrance object images, and analyzing distance preference. The results of the experiment showed that aroma of coffee, cocoa, banana, and peach aroma is suitable scent for testing. In case of coffee aroma with high matching accuracy, 10 ~ 20cm distance between smell and participant was more effective in image matching than 30cm. In the future, we can conduct the olfactory research for enhancing the sense of immersion and presence of virtual reality contents using the selected fragrance.

A Political Analysis of Fantasies of Supernatural Beings in Television Drama (대중문화 콘텐츠 속 초자연적 존재 판타지의 정치적 의미: <오 나의 귀신님>과 <싸우자 귀신아> 사례를 중심으로)

  • Park, Jin Kyu
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.492-502
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    • 2017
  • This study, by analyzing two recent television dramas, attempts to identify the ways how popular cultural texts deal with supernatural beings and to discuss political meanings of the ways in the context of neoliberal Korea. The results are: (1) The narratives make a clear line between the supernatural and the ordinary. (2) The supernatural is effectively used in the narratives to extend the boundary of conflict structure towards structural social problems that the society is now facing. (3) When the text resolving the conflicts, the supernatural is also critical, which makes the whle narrative in line with fantasy rather than reality. These results suggest that the conclusion of the previous studies, arguing the use of the supernatural by popular cultural texts tends to function as a form of resistance against neoliberal discourse structure, needs to be negotiated. It is also reaffirmed that we need to explain political meanings of popular cultural texts dealing with supernatural beings, with its double-sided and ambivalent effects.

Analysis on the Expression of Theatre of the Absurd in Chris Landreth's 3D Short, Bingo (크리스 랜드레스의 3D 단편 애니메이션 빙고(Bingo)에 나타난 부조리극 표현 분석)

  • Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.215-222
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    • 2009
  • The distinguishing feature of 3D animation is a reproduction of a reality. It is able to make the images that would be impossible with the conventional creative methods, and create the great fantasy. The development of creative image put great emphasis on importance of subject matter. Chris Landreth produces the unique 3D animation that has creative subject matter with great techniques. His work, Bingo(1998) describes social problem of mass-media and human being's agony in expression of theatre of the absurd. It is possible to have common interests in a matter with today's artists. The purpose of this study is to investigate how to express the theatre of the absurd in Chris Landreth's animation. A phase of social life is not only revealed with 3D features and his own techniques but communication capacity of 3D animation is also shown.

An Effective Keyword Extraction Method Based on Web Page Structure Analysis for Video Retrieval in WWW (웹 페이지 구조 분석을 통한 효과적인 동영상 검색용 키워드 추출 방법)

  • Lee, Jong-Won;Choi, Gi-Seok;Jang, Ju-Yeon;Nang, Jong-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.3
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    • pp.103-110
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    • 2008
  • This paper proposes an effective keyword extraction method for the Web videos. The proposed method classifies the Web video pages in one of 4 types. As such, we analyzed the structure of the Web pages based on the number of videos and the layout of the Web pages. And then we applied the keyword extraction algorithm fit to each page type. The experiment with 1,087 Web pages that have total 2,462 videos showed that the recall of the proposed extraction method is 18% higher than ImagerRover[2]. So, the proposed method could be used to build a powerful video search system for WWW.