• Title/Summary/Keyword: 미디어 맥락

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Per-Object Transparency in Visualization of Segmented Volumes (분할된 볼륨의 가시화에서 객체당 투명도)

  • Jeong Dongkyun;Shin Yeong Gil;Lee Cheol-Hi
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1239-1247
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    • 2005
  • Basically, objects are discriminated by transfer functions in volume rendering . However, in some cases objects cannot be discriminated only with transfer functions. In these cases, objects are pre-segmented with other methods, and visualized based on the segmentation information. In this paper we present a way of assigning per-object transparency in visualization of segmented volumes. Semi-transparent rendering is used to effectively give context information about the observed object. Per-object transparency can be used as a very effective visualization tool especially when it is difficult to adjust transfer functions to make the object semi-transparent. We present several interpretations of the meaning of per-object transparency, and corresponding variations of the algorithm. We show that efficient implementations for interactive use are possible, by presenting an implementation using general graphics hardware.

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A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.119-128
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    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

"Dangerous Media vs. Reliable Childcare Helper" : Discursive Analysis of Infants' Smart Media Use ('위험한 미디어 vs 든든한 육아 도우미' : 영유아 스마트 미디어 이용 담론에 대한 탐구)

  • Choi, Yisook;Kim, Banya
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.515-525
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    • 2021
  • The study examines how the discourse on infants' smart media use has been constructed under media-saturated situations. Infants' use of smart media has been regarded as a dangerous activity, rate of overdependence has been increasing. Newspapers during the recent three years (2018-20) were analyzed. The most prominent speakers in the news field were smart media content producers and platform operators. There were negative views and concerns about infants' smart media use by academics, civic groups, and parents. However, the industry went beyond these risk discourses and gave positive meaning: Smart media was redefined as safe media for infants and reliable childcare helpers for parents. Parents were portrayed as those responsible for their children's media use and in need of help for childcare, rather than being blamed for their children's overdependence on smart media. Digital parenting seems to be emerging as an acceptable and practicable way of childcare rather than harmful and incomplete parenting.

Effects of Visual Working Memory Capacity and the Type and Contents of Graphic Annotation on Multimedia English Learning (시공간 작업기억 용량과 그림 자료의 유형과 내용이 초등학생의 영어 단어 학습에 미치는 영향)

  • Do, Kyung-Soo;Cha, Yu-Young
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.369-396
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    • 2008
  • The purpose of this article is to investigate the effect of visual working memory, the types and contents of graphic annotations on English learning. The participants of the experiments were 5th and 6th graders. The result showed that animation was effective only in the word test for children with large visual working memory, whereas text-only-annotation yielded better performance in the comprehension test in Experiment 1. The effect of relevance of animations was tested in Experiment 2. Context-relevant-animations yielded better comprehension than the animations denoting the typical meaning, whereas the opposite pattern was reported in the word test. The result of the two experiments was interpreted in terms of cognitive load theory and the generative theory of multimedia learning.

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Analysis on Current States of Multimedia Interface Design Research (멀티미디어 인터페이스 디자인의 연구 경향 분석)

  • 정승녕;정경원
    • Archives of design research
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    • v.12 no.2
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    • pp.171-182
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    • 1999
  • This study aims to clarify the nature and properties of multimedia interface design, and to identify direction of multimedia interface design research. It also focuses on forecasting boundaries and major trends in current researches on multimedia interface design. The two jargons, 'interface' and 'interaction', are distinguished clearly to show the definition and boundary of multimedia interface. The multidisciplinary nature of multimedia interface design is identified as a result of examination and analysis on major researches. Nine research cases have been selected and categorized into two directions as the theoretical approach and the technical approach. Major characteristics of each case are examined in terms of subjects and methodologies. Findings on current states of the multimedia interface design research are: $\circled1$increasing importance of contextuality; $\circled2$emerging tendency for perceiving the content as one of interacting subjects; $\circled3$providing idiomatic interface context; and $\circled4$paying much attention to the meaning of minor actions. Those findings can be possible as a result of expansion of boundary of multimedia content with rapid distribution of multimedia in recent years. The study concludes that further researches can be activated on the basis of the concept of content-based multimedia interface.

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The Cultural Politics of Media Diversity: Moving Beyond the Marketplace of Measurements (미디어 다양성의 문화정치학: 측정의 자유시장, 그 울타리를 넘어서)

  • Nam, Si-Ho
    • Korean journal of communication and information
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    • v.51
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    • pp.136-155
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    • 2010
  • Media diversity, coupled with the logic of competition in the global media market, has become a fashionable yet unfitting lingo of media policy in Korea. Media diversity has been fenced in the neoliberal economic logic of market competition and so tamed to consumers' free choice in the market. It is within this context that this article attempts to problematize narrowly-defined, market-oriented, and measurement-obssessed funtionalistic approaches to media diversity. In doing so, the article provides a critical overview of various definitions of media diversity. It also reveals how certain definitions, justifications, and measurements are legitimized and normalized in the name of science and objectivity. The core argument is that reflecting a larger neoliberal, deregulatory turn in media policy, media diversity has shifted from the pluralistic principle of democracy to the matter of free market choice or the myth thereof. It then focuses on the ongoing debate between state interventionists and free market liberals over the relationship between media ownership concentration and content diversity. Finally, it puts forth some recommendations as to how media diversity ought to be reconsidered as reformers' cultural politics, rather than marketeers' science, and discusses implications diversity has for deepening Korean democracy.

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Study on Virtuality and Subjectivity of Augmented Reality in Media Remediation (미디어 재매개적 관점에 의한 증강현실 가상성과 주체성에 대한 연구)

  • Kim, Jin-Kon
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.519-530
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    • 2011
  • This study purposed to interpret subjectivity, which centers on the concept of virtuality embedded in the process of virtualizing contextual awareness and mixing the boundary between realities and virtual realities for renewing the feeling of time and space represented by augmented realities in daily spaces, from the viewpoint of traditional media. By explaining how the reflection of reality is exposed focusing on immediacy and hypermediacy from the viewpoint of media remediation, we found that, different from conventional media, augmented reality enables the screen to function as a part of subject and play a role and, by doing so, converts it to the complete subject of digital media comprehending observers and operators.

A Study on the Development of Media Information Literacy Concept and Educational Contents (미디어정보 리터러시 개념과 교육내용 개발)

  • Park, Juhyeon;Kang, Bong-suk
    • Journal of Korean Library and Information Science Society
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    • v.51 no.3
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    • pp.223-250
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    • 2020
  • The purpose of this study is to define the concept of media information literacy and to develop educational content. To achieve the purpose of the study, literature analysis, interviews with field experts, and surveys with teacher librarians were conducted. The field experts recognized the media as a tool to use information and recognized information problem-solving skills, reading comprehension ability, media functions, case activities, and affective domain as the areas of media information literacy education. The teacher-librarians thought that information and media literacy which include its competency and educational content are more important than the digital literacy. As a result of the study, the concept of media information literacy was defined as knowledge, skills, and attitudes including the concepts of literacy, media literacy, information literacy, and digital literacy. In addition, educational contents of media information literacy were developed so that 'participation in democratic society', 'classification of media tools and contents', 'basic human rights', 'skills', 'digital tool manipulation' and 'information problem solving process' can be combined and applied in context.

Prospect users' perceptions of TSI technologies: An analysis of focus group interviews with adolescents (실감공간기술(Tangible Space Initiative)에 대한 잠재적 수용자의 인식: 청소년을 대상으로 한 포커스 그룹 인터뷰를 중심으로)

  • Yang, Yeon-Hee;Yang, Hae-Young;Kim, Joo-Han
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.598-607
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    • 2007
  • 본 연구에서는 실감공간에 대한 청소년의 반응을 바탕으로 향후 기술 개발 방향에 대한 조언을 하기 위하여 총 41명의 학생을 대상으로 소집단 포커스 그룹 인터뷰를 시행하였다. 청소년들이 자주 사용하는 미디어의 종류와 이유, 미디어 사용에서 느끼는 불편한 점, 그들이 상상하는 미래형 미디어의 모습과 실감공간기술에 대한 반응을 묻고, 그 결과를 유형화하였다. 연구 결과 포커스 그룹 인터뷰 참가자들은 자주 사용하는 미디어로 휴대폰과, 인터넷, MP3, 활자 매체 등을 꼽았다. 활자매체의 장점으로는 높은 몰입도를, 인터넷의 장점으로는 편리한 인터페이스, 핸드폰의 장점으로는 이동성이 제기되었다. 그러나 핸드폰과 관련하여 청소년들은 불편한 인터페이스, 작은 용량과 빨리 닳는 배터리를 단점으로 지적했고 뉴미디어 공통적으로 느린 속도, 미디어에 의존하게 되는 강박증적 증세, 사생활 침해의 문제와 대인관계유지에 있어서의 부작용, 높은 이용료 등의 문제가 제기되었다. 이들은 일상생활이 미디어 이용에 의해 방해받고 있으며 미디어 이용으로 인해 불필요한 '필요'가 생겨나고 있다고 지적했다. 미래형 미디어에 대한 바람은 기존 미디어의 단점이 보완, 개선되는 측면에서 제시되었다. 더욱 편리해진 인터페이스와 기존 뉴미디어의 장점이 접목되는 방향의 미디어 통합도 요청되었다. 그러나 실감공간기술에 대해서는 긍정적인 반응보다는 부정적인 반응을 수적으로 우세해 주목을 끌었다. 진화된 형태의 미디어에 대해 긍정적인 반응을 보일 것이라는 예상과는 달리 실감공간기술이 기존의 면 대 면 대인관계를 파괴할 것이며 사생활을 침해하고 건강에 부정적인 영향을 미칠 것이라는 등의 거부감과 공포를 구체적으로 피력한 것이다. 이러한 두려움(fear)은 선행연구에 따르면 사람들이 새로운 매체에 대해 갖는 두려움과 이로부터 발생하는 두려움에 대한 대응은 혁명적 변화의 가능성을 억압하여 기존의 질서와 새로운 질서가 공존하는 기간을 늘림으로써 미시적 차원에서 단절적 역사의 경험을 완화시키는 기능을 하는 것으로 해석된다. 따라서 연구 결과 나타난 실감공간 기술에 대한 부정적인 반응도 이러한 맥락에서 해석될 수 있다. 즉 인터뷰 참가자들이 피력한 두려움은 뉴미디어 도입과 함께 반복되는 현상이며 이것은 새로운 현상이 아니다. 두려움은 기존 질서와 새로운 질서가 공존하는 기간을 연장시킴으로써 완충재로서 기능한다. 따라서 향후 기술 개발과 확산 과정에서 실감공간기술의 긍정적인 면모에 대한 적극적인 홍보가 필요하며 수용자들의 바람과 신기술에 대한 공포감을 이해하고 이를 기술 개발 방향 설정에 적극적으로 반영하는 자세가 요청된다고 하겠다.

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Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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