• 제목/요약/키워드: Digital Contents Design

검색결과 1,263건 처리시간 0.023초

디지털콘텐츠를 위한 플루이드 아이덴티티 연구 (A Study on Fluid Identity in Digital Contents)

  • 김학민
    • 디지털산업정보학회논문지
    • /
    • 제9권4호
    • /
    • pp.201-212
    • /
    • 2013
  • The purpose of this study are to show a new possibility of identity design to be used as tools of users identity expression, designing digital contents by studying on the methods to express users identities successfully in the digital contents design, and to present the possibility to expand the area of identity design. Digital contents are a communication media in it self, but this study tried to consider the digital contents as a tool of users communication or expression. The identity expression, which are not only makes communications efficient but also lets products and companies acknowledged by users, is one of the most indispensable factors in products competitive power in both the present and the future. However, no define methods of identity expression are settled as well as recognized by users properly and accurately yet, so that this study focuses on that point. Therefore, This study is advanced in the direction of establishing the concept of digital identity for an expansion of the media toward the identity expression in design as well as making researchers in successful identity expression ways by means of actual design, more than a graphic image making that simply decorates a digital contents. The point of this study is to show a new concept of identity design that expresses users identities so as to suggest another possibility of identity design.

디지털콘텐츠디자인 교육 과정에서 아날로그콘텐츠 제작의 유의성 (Significance of Developing an Analog Contents Design as a Part of Digital Contents Design Education)

  • 류시천;한지애
    • 한국콘텐츠학회논문지
    • /
    • 제10권5호
    • /
    • pp.124-134
    • /
    • 2010
  • 본 연구는 디지털콘텐츠디자인을 처음 접하는 시각정보미디어 전공 학생들이 보다 손쉽고 효과적으로 디지털콘텐츠디자인 개발에 접근할 수 있도록 하는 방법이 무엇인지를 찾기 위해 진행되었다. 연구목표는 디지털콘텐츠디자인 개발 과정의 일환으로서 동일 주제의 아날로그콘텐츠 제작을 선행적으로 수행하는 것의 유의성을 파악하는 것이다. 연구를 통해 얻어진 결과는 첫째, 정보구조화 단계에서 전체적인 정보를 체계화시키는 과정의 심리적 부담을 덜어주는데 도움을 준다. 둘째, 정보디자인 단계에서 정보디자인의 대상과 형식을 효과적으로 파악하는데 유용하다. 셋째, 아날로그콘텐츠와 디지털콘텐츠의 차이에 대한 이해를 통해 디지털콘텐츠디자인의 특성을 명확하게 이해하는데 도움을 준다.

디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰 (Consideration at the idea to utilize educational cm1mts under digital convergence environment)

  • 오문석;김문석
    • 디지털산업정보학회논문지
    • /
    • 제7권4호
    • /
    • pp.101-110
    • /
    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구 (Analysis of Personal Messenger Contents Design as Digital Contents)

  • 오문석;원종욱
    • 디지털산업정보학회논문지
    • /
    • 제6권4호
    • /
    • pp.183-192
    • /
    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

A DRM Framework for Distributing Digital Contents through the Internet

  • Lee, Jun-Seok;Hwang, Seong-Oun;Jeong, Sang-Won;Yoon, Ki-Song;Park, Chang-Soon;Ryou, Jae-Cheol
    • ETRI Journal
    • /
    • 제25권6호
    • /
    • pp.423-436
    • /
    • 2003
  • This paper describes our design of a contents distribution framework that supports transparent distribution of digital contents on the Internet as well as copyright protection of participants in the contents distribution value chain. Copyright protection must ensure that participants in the distribution channel get the royalties due to them and that purchasers use the contents according to usage rules. It must also prevent illegal draining of digital contents. To design a contents distribution framework satisfying the above requirements, we first present four digital contents distribution models. On the basis of the suggested distribution models, we designed a contract system for distribution of royalties among participants in the contents distribution channel, a license mechanism for enforcement of contents usage to purchasers, and both a packaging mechanism and a secure client system for prevention of illegal draining of digital contents.

  • PDF

아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인 (Digital Content Design Making Children Like Reading Books)

  • 왕린;이하나
    • 한국콘텐츠학회논문지
    • /
    • 제16권11호
    • /
    • pp.20-28
    • /
    • 2016
  • 최근 현대사회의 다양한 스마트기기들이 보편화됨에 따라 스마트기기를 활용한 유아용 콘텐츠들이 주목을 받고 있다. 이러한 유아용 콘텐츠들은 한꺼번에 다양한 요소들을 접할 수 있다는 점과 편리함 때문에 많은 부모들과 선생님들 사이에서 사용되고 있다. 그러나 스마트기기를 활용한 유아용 콘텐츠들의 과도한 이용은 아이들의 상상력 저하, 언어발달 저하 등에 문제로 우려의 목소리를 받고 있다. 따라서 본 연구는 현 세대의 아이들이 스마트기기를 이용한 콘텐츠를 통해 최종적으로 아날로그 책을 통한 독서를 좋아하도록 디자인하고자 한다. 우선 현재 스마트기기의 유아용 콘텐츠들로 사용되는 멀티미디어들의 특징을 그림책비디오, 애니메이션, 멀티미디어동화, 앱북 4종류로 나누어 알아보았으며 이를 토대로 디지털 콘텐츠의 활용 방안들에 대한 근거를 마련하였다. 이러한 본 연구는 아이들이 책을 좋아하게 만들 디지털 콘텐츠를 디자인 하는데 있어 가이드라인 역할을 수행할 것이다.

Exploring New System of China Digital Media Design Related Undergraduate Education

  • Jiang, Zheng-Qing;Lee, Dong-Hun
    • International Journal of Contents
    • /
    • 제6권1호
    • /
    • pp.35-40
    • /
    • 2010
  • In recent years, China Digital Media Design related undergraduate education has developed into great dimensions while producing a lot of problems. Now cause of rapid development, Disciplinary Location, Training Objectives and Curriculum require study. Firstly, the paper points out the scope and general process of Digital Media Design through an analysis of properties of digital media industry. Secondly, the paper studies the current status of Digital Media Design-related undergraduate education from the policy of Chinese Ministry of Education and the practice of representative universities. Through questionnaire survey of Digital Media Designers from Beijing, Shanghai and Guangzhou, the paper points out the problems of China Digital Media Design related undergraduate education. Finally, paper brings forward the right direction of new system of China Digital Media Design related undergraduate education.

디지털 학습콘텐츠 공간특성 분석과 디자인 방향 제시 (A Study on Characteristics of Digital Learning Contents Space and Suggestion on Design Directions)

  • 김미실;문정민
    • 한국실내디자인학회논문집
    • /
    • 제19권6호
    • /
    • pp.11-19
    • /
    • 2010
  • Technological development of information and communication have brought sharp changes to every sector such as society, culture, economy and education because of knowledge and information-oriented society. The number of classes has decreased, and some schools are closed or incorporated due to decrease of the population. Such phenomenon has brought changes to learning using digital technology and space. A change called digital innovation is characterized by interactive communication centering on the internet network. Therefore, it is very important to predict educational environment to be changed according to digital environment and to note how real learning space is changed. The development of digital technology in society in general presents two concepts of digital and contents, digitalized information. Such technology is recognized as a new paradigm in education sector and a new space is created through participation of instructors and learners in learning space. This study analysed cases of learning space of elementary schools based on bibliographical examination and related bibliography including data from academic presentations and news release to present developed leaning space. To present healthy and creative learning environment which can lead knowledge and information-based society in the future, the preface described the background, purpose, methods and range of the study, and analysed transitional processes of society and culture, digital learning contents, and learning space in education of elementary schools. Finally the study identified trends and cases of research on learning space and suggested digital learning contents space.