• Title/Summary/Keyword: 미디어 폴

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The Media Pole Design Applying the Playfulness of Scribbling (낙서의 유희성을 반영한 '미디어 폴' 디자인)

  • Kim, Hee Eun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.5
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    • pp.103-115
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    • 2015
  • This study sheds light on the entertaining aspects of Media Pole that is located in Gangnam U-Street and proposes design that considers the aspects of the form, experience, contents and communication of scribbling. Functioning as public digital media, Media Pole provides various convenient services related to the area. According to the research on user's behavior upon Media Pole, photo related services, which can be categorized as entertainment, were found to be the most frequently used services among various services. Taking user's behaviors into consideration, this study highlights the entertaining aspects of Media Pole and suggests design that applies the playfulness of scribbling. The playful characteristics of scribbling were applied to the Media Pole's user interface, interaction, application and interlocking functions. As a result, users are expected to increase as Media Pole becomes more playful than before. Since scribbling is an act of intrinsic human's desire, it will attract users to participate more voluntarily. It can be applied not only to Media Pole, but to any public digital media devices.

Utilization of a Ubiquitous Environmental Sculptures Analysis (유비쿼터스 환경 조형물의 이용의식 실태 분석)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.15-22
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    • 2010
  • Today's rapid shifts toward a new paradigm are combining city spaces with reality and technology, which is known as a ubiquitous environment. An ubiquitous environment means that 'whenever' and 'wherever' become connected. It is a great possibility that this will change our future lifestyle. Korea has the biggest advantage in the implementation of this new environment, such as having an excellent network infrastructure. Using these attributes of a ubiquitous environment, changes are being made toward ubiquitous cities within developing fields of construction, landscaping, streets, art, and the environment. This research is based on background of research that activated media pole in public city space has been done research about reality of digital skill, fusion, and sense of ubitizen, and Kang-Nam U-street applied by ubiquitous technique. While reflecting an environment that can be utilized in a modern digital society, the application of ubiquitous technology to media pole can be a space for the two-way communication of the current paradigm. It would also be meaningful to create a new cultural space through media pole. Through evaluation, citizens of the ubiquitous age are going to interact to raise the satisfaction that media pole in city space can prevent giving direction to develop and trial and error about service ability, identity, and publicity. Finally, the media pole can be used as a fundamental element to suggest directions for change when viewed as future development.

A Study of User Satisfaction with Ubiquitous Environmental Sculptures - Focusing on the Gangnam U-STREET Media Pole - (유비쿼터스 환경조형물에 대한 이용 만족도 평가 - 강남 U-STREET 미디어폴을 대상으로 -)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.45-53
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    • 2010
  • This paper has attempted to propose a more progressive direction for U-environmental sculptures in a ubiquitous urban space in terms of usability, service, function and formative characteristics that enhance user satisfaction with these sculptures. For this, Media Pole, a U-environmental sculpture on Gangnam U-Street, has been examined. The results of this study are as follows: First, a study of user satisfaction was planned after establishing levels of satisfaction in terms of service, function and formative characteristics. In terms of satisfaction by the section of Media Pole, the public transportation map was the most influential in service while street culture and beauty of shape were critical in function and formative characteristics, respectively. In the relationship between satisfaction by section and overall satisfaction, furthermore, functional satisfaction had the biggest influence. Therefore, the development of human-centered functional factors which have pleasant and touching stories to facilitate communication with citizens are important in order to develop various Media Pole contents to enhance user satisfaction with the U-environmental sculpture and allow it evolve into a Gangnam landmark Since we are in the initial stage of a U-city, there are many problems that need to be addressed such as a lack of natural beauty, poor material quality of environmental sculptures, absence of storytelling, poor technology, lack of content, poor profitability and lack of means of social communication. In the end, the development of a comfortable, people-friendly space and U-environmental sculptures are needed in consideration of economic, social and cultural aspects instead of focusing on advanced technology only.

Effect Analysis of Media Pole on Pedestrian Satisfaction for Walking -Focused on Media Pole in Gang Nam U-street- (가로변 미디어폴이 보행만족도에 미치는 영향분석 - 서울시 강남 U-street를 중심으로 -)

  • Cho, Jeong-Phil;Park, Tae-Won
    • The Journal of the Korea Contents Association
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    • v.14 no.7
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    • pp.518-528
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    • 2014
  • The purpose of this study is to observe the effects of road facilities that have adopted digital media such as total road facility called L.E.D media pole installed on U-street, Gangnam-gu on the pedestrians' satisfaction. Through the study, we would like to improve the brand competitiveness, increase the revisiting decision factors and suggest the fundamental development direction for the digital media road facilities on the typical pedestrian road, Gangnam street. The three factors from the studies came out to be spatial component, design component, and functional component. In order to analyze the factors, the pedestrians' behaviors were observed through a direct survey which provided 35 reserved factors. Also, the preliminary factors derived through survey questionnaires were revised by experts which compressed the result into 20 factors. The result of the regression analisis states that the 'Factor of the spatial component' is the statistically significant factor among the five elicited factors of the effect of the media pole on the pedestrian satisfaction. U-street's media pole provides the comfortable and various contents and application methods and will provide the new perspective on the purpose of pedestrians by new experience that is based on digital technology.

A medium of Art as the Relational Circuit: Paul Ryan's Video Art (관계적 회로로서의 예술 미디어: 폴 라이언의 비디오아트)

  • Lim, Shan
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.101-106
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    • 2019
  • This paper considers the historicity and aesthetical implications of in the art world of Paul Ryan(1943-2013) who designed the aestheticization of relational circuit of society by realizing the value of social transformation being inherent in video with cultural practices and suggesting the interdisciplinary method of leaning and research in the early video art history. To do this, in Chapter II, I review the first artwork presented firstly in the art gallery exhibition "TV as a Creative Medium" in 1969, in which Ryan proposed a video medium as a communication system and experimented the concept of 'feedback' in Cybernetics. And Chapter III focuses Ryan's discursive activities contributed to magazine Radical Software and artist-collective Raindance Corporation with growing interest in communication technology. At this time, Ryan regarded video medium as the tool for cybernetic expansion. Finally Chapter IV deals with the development of ecological method based on "a shared perception of environmental realities" and verifies Ryan's vision that video medium would be most effective means of social change and communication.

A Study on Multimedia Management System integrating and controlling various digital signages (다양한 Digital Signage를 통합 관제할 수 있는 영상관제시스템에 관한 연구)

  • Jung, Jae-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1435-1438
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    • 2013
  • 본 연구는 현재 Digital Signage 시장에 나와 있는 다양한 Digital Signage(미디어파사드, DID, 미디어폴, Kiosk, 전광판, 경관조명 등)에 다양한 콘텐츠(동영상/정지영상/플래시/PPT 등)를 원하는 스케줄에 따라 하나의 시스템으로 통합해서 Display 해 주고 관제할 수 있는 통합 영상관제시스템에 관한 연구내용을 소개한다.

A Study on Dual Band Characteristics for ISM 2.45GHz/5.8GHz Using Two Crossed Planar Monopole Antenna (두 개의 Crossed Planar 모노폴 안테나에 의한 ISM 2.45GHz/5.8GHz 이중대역 특성 연구)

  • Shim, Jaeruen;Chun, Joong-Chang;Lee, Kwang-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.739-741
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    • 2014
  • We suggested the new compact dual band monopole antenna using two crossed planar monopole antenna. The proposed antenna will be used for the ISM dual band 2.45GHz/5.8GHz. It is necessary to verify its performance through the follow-up development of the proposed antenna for the high-speed wireless actual communications.

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A Low Profile Dual-Microstripline-Fed 4-Arrayed Meander Monopole Antenna (소형 2중-급전 4-배열 미앤더 모노폴 안테나)

  • Jang, Yong-Woong;Lee, Sang-Woo
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.925-930
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    • 2018
  • In this paper, we present a low profile dual-microstripline-fed double 4-arrayed meander monopole antenna with a cross-type element back by separated four-segments mesh-type reflector. The cross-type element and separated four-segments mesh-type reflector leads to enhance radiation patterns and antenna gain characteristics. The measurement value of the proposed antenna show that it has dipole-like radiation pattern characteristics. The experimental peak gain of fabricated antenna is about 2.89 dBi, which presents relatively high gain characteristics for a low profile(small-size) one. This antenna can be applied mobile RFID(radio frequency identification) readers, small medical instruments, broadcasting and home-networking operations, and other low profile high-gain systems.

Effects of Hyperemia Menu Types and Metacognition on Errors at Learning stages and Achievement (하이퍼미디어 메뉴방식과 메타인지가 학습시기에 따른 오류와 성취도에 미치는 효과)

  • Kim, Jeong-Rang;Park, Seon-Ju;Kim, Byeong-Gi
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1059-1069
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    • 1996
  • The purpose of this paper is to examine some effects of four menu types: icon menu, context menu, pulldown menu, and bar selection menu. In order to find whether there are some effects of menu types or learning stages (the first, intermediate and the last stage) on skill-based errors, each of the menus has been studied in relation to hyperemia instruction, menu search time, scholastic a chievements and learners' metacognitionon their errors. A further purpose of this paper is to suggest some strategies for enabling learner to select menus more efficiently in order to enhance the learner's own learning effectiveness in hypere mia instruction.The results of this study are as follows. The menu types had a significant effect on the low metacognition regulation group. The context menu types had a significant effect on achievements. In contrast, it was also noticed he the menu types did not have any significant effect on the high metacognition regulation group. The bar-selection menu type and the icon menu type had a relatively significant effect on skill-based errors in the first stage of learning.

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Discussions on the Reconstruction of Visual Illusion in Dynamic Images - Take of Paul Sermon as an example (다이나믹 이미지 예술 중 착시의 재구성에 관한 연구 - 폴 셔먼의 을 중심으로)

  • GAO, XIAOYA;Paik, Joonki
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.189-201
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    • 2021
  • The art of dynamic images has experienced three development stages, including experimental films, recording art, and new media image. By introducing all kinds of new materials, new media to the art, and the art of dynamic images has created more freedom for art creation. With the development of digital information technology, dynamic image works have put forward an increasingly high requirement of visual art. The combination of dynamic images and visual illusion can give rise to different forms and expression methods, thus endowing artworks with more vigor. This paper provides an overview by sorting out the lineage and development of dynamic images in the background, as well as understanding the application and performance of contrasted visual illusion. Based on the understanding of the characteristics of visual illusion, we discuss the new characteristics of applying the theory of visual illusion to new media dynamic images in relation to the technical approach of dynamic images. Through the analysis of specific works of Telematic Vision, we search for its reasonable combination and find the appropriate technical means of implementation. We discuss how to use digital multimedia technology and spatial optical illusion to make the design more novel and impactful, and consider how the combination of digital dynamic image technology and visual illusion should be interpreted and applied.