• Title/Summary/Keyword: 융복합 디지털미디어

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[Retraction] Success Factor Analysis of New Korean Wave 'K-POP' and A study on the importance of Smart Media to sustain Korean Wave ([논문철회] 신한류 'K-POP'의 성공요인 분석과 한류 지속화를 위한 스마트미디어 활용의 중요성에 관한 연구)

  • Park, Hyun-Kyu
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.129-135
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    • 2020
  • This study focuses on the phenomenon that K-POP has become spotlight as killer contents which can be spread over the world beyond Asia. In order to identify critical factors of successful impact of K-POP on other cultures, the influence of the change in media on the globalization of popular culture was explored and the related requirements were analyzed. Furthermore, the potential markers for K-POP, a core field of the Korean Wave, were also analyzed and specific factors such as effective infrastructure of among producer of contents, platform subscriber, network provider, terminal enterprise and retailers for building new businesses model were investigated in detail.

Types of Video Content for SMEs' Digital Marketing (중소기업 디지털 마케팅을 위한 영상 콘텐츠 유형 연구)

  • Jung, Hoe-Kyung;Lee, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.441-446
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    • 2018
  • The purpose of this study is to investigate the digital media strategies for small business branding. To understand the effective strategies for promoting small business through digital content marketing, we conducted in-depth interview with small business managers. The results of in-depth interview revealed that it is critical for small businesses to start creating and including video marketing as part of their entire content strategy. Especially, small business managers considered that video that provides rich media content can boost consumer engagement and increase the time spent on a branded contents. From a managerial perspective, this study provides guide on what small businesses should consider when developing and implementing digital strategies. For future research, this study provides the guide to investigate the effects of digital contents on the brand equity of small business.

A Study of Effect on Media Exposure and Cybercrime Perception (미디어 노출과 사이버범죄 인식 간의 영향 연구)

  • Ko, Du-Hee;Won, Young-A
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.67-75
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    • 2016
  • This study focused on university students' risk perception of cybercrime through media exposure. For this purpose, I tried to figure out the results of risk perception on cybercrime with 8 factors. As a result, the lowest type of cybercrime was internet fraud, and it was caused by media type and degree of exposure, where university students get information about cybercrime. There's a difference of students' risk perception by media type, news media was the best. Depending on the media of the environment, even in the area of cyber crime there is a difference of perception of risk for each individual. And it can be confirmed that the risk perception in response to the exposure of the media has changed.

Classical Art and Digital (고전예술과 디지털)

  • PARK, Youjung
    • Trans-
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    • v.4
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    • pp.1-36
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    • 2018
  • This paper summarizes some of the contents of the 7th International Symposium "Classical Art and Digital" of the Transmedia Institute(TMI), held on October 31, 2017. The purpose of this year's International Symposium was to look back on the genre and the aesthetic history of classical art and to create a place for discourse about the recognition of classical art in the modern digital era. In the first part of the discussion about the duplication of the original and virtual imitation, three presentations on "Visual Image Art and Digital" were introduced. The conclusion of this first discussion is summarized by urging the movement of viewpoint as 'systematic change of the routine aesthetic process'. In the second part on "Performing Arts and Digital", we realize that we need to definitize the 'new directive term system' necessary for the era of digital convergence and performance. In this process we can refer to the need for the emergence of a new aesthetic basis. Two papers in the second part of the paper will introduce the study of 'dance' performance. Some of these studies are reintroduced at the conclusion. The theme of this year's International Symposium can be expected to provide a foothold for the forthcoming second 'Laocoon sculpture argue'. In short, behind the various controversies in the history of aesthetics, this year's conference is concluded with a call for the need to flexibly read the enormous flow of 'art' and 'mental heritage left by art'. It is said that this year's international conferences are presenting the basis of practical and systematic theories for the upcoming fusion media era.

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A Strategy for Converting from Printed to Digital Magazines : - Focusing on the Brand Positioning of International and Domestic Popular Magazines - (종이 잡지의 디지털 매거진 변환 전략: 해외 매거진과 국내 대중지의 브랜드 포지셔닝을 중심으로)

  • Kwon, Hyeog-In;Yang, Mun-Sil;Na, Yun-Bin
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.127-136
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    • 2016
  • This paper focuses on proposing an alternative solution via identifying the problems that domestic popular magazines encounter in the context of the recession crisis faced by printed media in accordance with the advent of the digital media era. Firstly, current-state investigation and in-depth interviews with editorial staff of the major 4 domestic women's magazines were conducted to analyze their brand positioning and change of direction in facing the rise of smart devices. Secondly, domestic women's magazines were compared with international popular magazines that have been successfully undergoing digitalization. Accordingly, domestic women's magazines lack the know-how to digitalize their publication and show limitations in collaboration, openness, trans-media, and cross-media. As most women's magazines are unprofessionally composed of gossip articles having popular appeal rather than practicality, it is an urgent issue for them to differentiate their contents from competitors.

Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.185-201
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    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

The Influence of Background Music of TV Home Shopping on Purchase Intent of Customers (TV홈쇼핑 배경음악이 소비자의 구매의사에 미치는 영향)

  • Lim, Ji Hyun;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.277-292
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    • 2015
  • Recently, as TV home shopping has entered into the stage of stability, competition between the same lines of business has become more intense. Thus, this research goals have been determined in order to analyze the purchase intent of customers related with the genre and tempo of background music of TV home shopping by different types of products. In order to achieve the research goals, thorough research on related literatures have been conducted and found out about the background music. Furthermore, the characteristics of background music of actual TV home shopping broadcasting have been analyzed, focusing on the genre and tempo of the music. In addition, a survey has been conducted in order to verify what kind of music genre and tempo of the background music has an influence on the highest purchase intent of the chosen three products(sportswear, household appliances, fresh and processed foods). This study investigated the influence of background music of TV home shopping in relation to the purchase intent of customers. Also, this study has significance in the sense that it analyzed the causal relationship between the background music of home shopping and reactions of customers by categorizing products in details and using the music genre and tempo as the independent variables that affect the purchase intent of customers.

An Interactive Typography Piece, using Interactive System - Focusing on 'Interactive Floral Type' (인터랙티브 시스템을 활용하는 인터랙티브 타이포그래피 작품에 관한 연구 - 'Interactive Floral Type'을 중심으로)

  • Kim, Hyunhee;Lee, Dong Ho;Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.5
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    • pp.31-45
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    • 2015
  • Recently, due to the development of interactive media, Interactive Typography, which explores user input and interaction is under development. Unlike traditional typography which has a fixed nature, the flexible and fluid nature of Interactive Typography and Interactive System, enables diverse results. In this study, I have developed an Interactive Typography art piece based on theoretical research. By reviewing books, papers and articles, I have tried to define the meaning and characteristics of Interactive Typography. In understanding the concept of Interactive System, I have borrowed the concept of mathematical function. Based on the research, I have designed and developed an Interactive Typography piece, 'Interactive floral type' by using Adobe flash action script. This piece explores the beautiful shape of each alphabet letters and transforms individual character into a 'flower' shape through user's mouse and keyboard input. Depending on the input the size, color, and layout and motion of text changes in real time to change the letters into beautiful flowers.

A Study on Proposing a Guideline for Healthcare Service Visualization - Focusing on the mobile healthcare applications - (헬스케어 데이터 시각화 연구 - 모바일 헬스케어 서비스를 중심으로 -)

  • Roh, Eun Ji;Park, Seung ho
    • Design Convergence Study
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    • v.15 no.4
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    • pp.1-16
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    • 2016
  • Healthcare service helps users' health management by collecting an individual user's activity and biometric data from mobile devices and by providing them to the user. As a result, it has become necessary to perform a research on how to show the collected data. According to information visualization, the same data can have various interpretations depending on how they are represented. Healthcare data must be elivered to information acceptors without errors or distortion as they are directly related to people's health. With the expansion of healthcare service by the development of technology, this study could measure various data from users and was started to provide a necessary guideline for the visualization of measured numerical data. To propose a specific visualization by applying the visualization direction, 5 types of data including present value, measured value, relative value, relation data, and prediction value were set as the values necessary for the continuous use of mobile healthcare. Visualization was proposed concretely by applying clarity, variable comparison, brevity, relation, reliability, independence, and contextuality, which are the criteria for vitalizing the healthcare service.