• Title/Summary/Keyword: 미디어 맥락

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The Visual communication by Augmented Reality (증강현실이 재현하는 영상커뮤니케이션 연구)

  • Nah, So-Mi;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.507-512
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    • 2016
  • As the characteristics, attributes, and accepted way of media have been changing with newly emerging media, human recognition and the communication structure have also been changing. Media are not isolated from the others and emerge in the cultural context; With the drive to juxtapose the old and the new to be in diversified forms, the old media are utilized and improved. In this rapidly changing circumstance by the media, we attempt to theoretically explore the concept and characteristics of visual communication and the media related to augmented reality. Augmented reality does not create something out of nothing but renew the expression; Thus, it reforms the structure of communication. Therefore, there is a significance to look into theories of W.Benjamin, M.McLuhan, Norbert Bolz, and Jean Baudrillard who linked the past to the present in accordance with the new era of communication for us to find out the meaning of augmented reality in the current cultural context.

A Study of Luxury Bag Consumption as Media Focused on the Consumer Experiences of the 2030 Generation (미디어로서의 명품 가방 소비에 관한 연구 2030세대의 소비 경험을 중심으로)

  • Park, Jeongeun;Ryoo, Woongjae
    • Korean journal of communication and information
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    • v.71
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    • pp.157-193
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    • 2015
  • The purpose of this study is to critically interpret generational trends in contemporary Korea through understanding the consumer experiences of luxury bag purchases of women in their late 20s and early 30s. Previous studies on luxury consumption tend to focus on an analysis of the value of luxury products as a sign and a symbol, the characteristics or class identity of luxury consumers, or expressive behavior in terms of ideal self-image. While including these factors, this study also expands the scope to a reflexive understanding of the social structural context behind the phenomenon of personal consumption. This was achieved by considering consumption in terms of the style and practice of everyday life, as well as its opportunities and limitations. In particular, we pay attention to how luxury bags are reproduced as media, which is a process that is circulated back to consumption, and through this process, this study reflects on capitalist life and subjects.

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Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

User Expectation Values for Smart Device based Education Service Design (스마트 디바이스 기반 교육서비스 디자인을 위한 사용자 기대 가치)

  • Choi, Hojeong;Yoon, Young Sun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.1
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    • pp.1-13
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    • 2015
  • The purpose of this paper is to find out what values users pursue from a smart device based education service. For this purpose, a survey was conducted using a questionnaire that was developed based on the results of literature review and user interviews. Thirteen user expectation values were developed from the results of the survey: individually customized learning, anytime anywhere learning, learning for career, learning through interaction, learning from diverse resources, learning through cooperation, learning through interchange, self-directed learning, learning within actual context, learning with feedback, learning in spare time, learning with motivation & compensation, and step-by-step learning. In addition, the results of the survey also showed that the user expectation values of women, high school students and people who responded that they knew the smart device based education service very well were higher than those of other users.

An Ontology-Applied Search System for Supporting e-Learning Objects (온톨로지를 적용한 e-Learning 학습 자료 검색 시스템)

  • Kim, Hyunjoo;Seol, Jinsung;Choe, Hyongjong;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.29-39
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    • 2006
  • The Web is evolving quantitatively into an explosive development. However, users usually have heavy burden of searching information because of the absence of contextual meaning on the Web. Due to an enormous amount of information, users have to endure for finding strong cohesive keywords by themselves and read each of the documents with enduring effort. This paper proposes an efficient method of searching more relative documents than current KEM-based searching systems on the Web by using contextual meaning. We designed a domain ontology on computer hardware, and a searching system which was searching those e-Learning objects. Owing to the Ontology-applied search system, information such as educational materials and related multimedia can be easily provided to the users. Further, learners could be informed of relationship of knowledge, e.g., class hierarchy, properties and values, and so on. The request results are semantically related to users' needs, and thus the system provides a learner-centered searching.

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Situating the Complex Social Functions of a Well-known Investigative Program through a Textual and Production Analysis (SBS <그것이 알고 싶다>의 역할과 성취 그리고 명과 암을 맥락화하기 텍스트 분석과 미디어 생산자연구를 통해서 조명하기)

  • Lee, Keehyeung;Hwang, Kyongah
    • Korean journal of communication and information
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    • v.75
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    • pp.83-144
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    • 2016
  • SBS's -also known as - is one of the most famous investigative programs in South Korean television sector. This program is well-known for its much detailed and tenacious investigation of unsolved crimes, various social wrong-doings, as well as public scandals through a mystery code and meticulous storytelling. As a result, generates much popular interests and responses from local audiences. This work both examines and contextualizes the multiple roles and implications of this program through a textual and production analysis. Especially, it critically pursues this program's achievements and limits in the context of the changing roles of investigative journalism and its unstable status at current juncture.

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A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

An Application-Independent Multimedia Adaptation Framework Using Only Minimum Unit Transcoder Set (최소 단위 트랜스코더 집합만을 이용한 응용 독립적 멀티미디어 적응 프레임워크)

  • Chon, Sung-Mi;Ryu, Dong-Yeop;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.227-235
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    • 2006
  • MPEG-21's digital item adaptation technology becomes a new way for universal multimedia access. It needs transcoder to change media resource's format and so on according to delivery context Then, the use of heavy transcoder with various transcoding functions integrated into one altogether is so complicated and difficult in supporting universal multimedia access. Unit transcoder Is useful is to resolve this question, in which a transcoder has only one transcoding function. This requires considering how to compose a set of unit transcoders. Thus, given a set for end-to-end different service quality pairs according to the character of application as defined by user, this study suggests how to compose complete unit transcoders that can always create one and more transcoding path(s) for each pair in the set. This method has a question of creating too many transcoding paths for each pair or end-to-end different service quality. Thus, this study also suggests the algorithm that generates minimum unit transcoder sets to support multimedia adaptation with minimum unit transcoder. The algorithm suggested was implemented into multimedia stream engine, and this paper describes the results of experiment for this algorithm.

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Storytelling Strategy of and Its Potential to Evolve into Transmedia Franchise (<자이언트 펭TV> 스토리텔링 전략과 트랜스미디어 스토리텔링으로의 가능성)

  • Cho, Hee-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.211-227
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    • 2020
  • This study intends to analyze the storytelling strategy of EBS's YouTube channel , which has been creating a remarkable cultural phenomenon since April 2019, and to examine the potential for its transition to transmedia franchise. Based on Henry Jenkins'seven principles of transmedia storytelling, shows satisfactory relevance in all but 'multiplicity'out of the 10 capacities consisting of the principles. In particular, was found excellent in terms of core capacities such as 'spreadability', 'immersion', 'worldbuilding', 'continuity', 'drillability' and 'performance'. In addition, critical discourse analysis(CDA) in sociocultural practice dimension of the keywords of the related news articles has discovered that is strongly linked to the following five values: 'social integration', 'resistance against authoritarianism', 'self-dignity and reasonable individualism', 'gender neutrality' and 'ecologism', indicating the reason why the work has been able to resonate so extraordinarily with participants across all generations. By answering the two chosen research questions, this study has proved that has high potential to be successful in evolving into transmedia franchise, while keeping building a new realm of edutainment storytelling by cleverly exploiting EBS's unique identity as a public education broadcaster. is viewed as an exceptional property capable of advancing transmedia storytelling in the local market; thus, productive arguments and contemplation over its evolution in storytelling needs to continue so that it can maintain a long-lasting positive influence.

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.