• Title/Summary/Keyword: Digital Convergence Era

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A Study on the Digital Era's Influential Factors on Policy Organizations (디지털시대의 정책조직에 미치는 영향요인에 관한 연구)

  • Lee, Sang-Bum
    • Journal of Digital Convergence
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    • v.6 no.2
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    • pp.33-40
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    • 2008
  • Alvin Toffler는 인류 발전 과정을 세 가지 변화의 물결, 즉 유목 채집 사회에서 농경 사회로의 변화, 산업혁명에 의한 농경 사회에서 산업 사회로의 변화, 그리고 1950년대부터의 후기 산업화 사회로의 변혁으로, 산업 사회에서 정보 사회로의 변혁이 일어나기 시작했으며 탈대량화, 다양화, 지식기반 생산과 변화의 가속이 시작된 시기였다. Herman Maynard와 Susan Mehrtens는 ICT (Information Communication Technology: 휴대폰 등), 인터넷의 발달로 제4의 물결이 시작되고 있다고 주장한다. 이전의 사회 변혁들은 물질 생산이 따르는 가시적인 변혁들이었으나, 디지털 혁명은 시민사회의 참여 확대를 통한 민주주의의 진화된 형태를 가능하게 하고 있다. 지금 우리가 경험하고 있는 제4의 물결의 시작은, 시민사회의 정책 참여와 견제가 효과적이고 효율적으로 이루어지기 시작하는 초고도 정보화 사회의 시작을 의미하며, 정책 결정 자들은 정책 결정 과정에서 그들이 보유하던 절대 영향력의 일부분을 시민사회에 이양됨을 막을 수 없을 것이다. 이러한 대변혁의 시대에 관료주의, Digital Divide, 그리고 시민 참여와의 상관관계를 이해하는 것은 매우 중요하다. 본 논문에서는 시민 참여에 대한 관료주의의 방침과 태도, 제4의 물결의 정책 민주화와 Digital Divide로의 영향 분석을 통하여 정책 결정 자들과 그들의 환경으로의 파급 효과를 논증한다. 본 연구는 이러한 분석과 논증을 통하여, 정책조직들과 시민사회와의 신세기의 바람직한 동반자적 입지 구축에 기여 할 것이다.

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An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

WENO methodology for UHD TV Image Quality Improvement (WENO 방법을 이용한 UHD TV 화질 개선)

  • Yi, Dokkyun;Park, Jieun
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.149-155
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    • 2018
  • It has passed the era of Full High Definition Television (FHD) and ended the era of Ultra High Definition Television (UHD). We will talk about the problems caused by the difference in the number of pixels in the TVs and introduce a method to improve them. This method is a method of performing an interpolation method suitable for a given image with Weighted Essential Non-Oscillation (WENO). Thus, it is possible to reduce the distortion of the image and to ensure a better image quality. Therefore, if we use the WENO methodology, when we watch old video material on UHD TV, we can enjoy high definition of UHD TV without changing the number of pixels.

Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

A study of Convergence Relationship between Post-Modern aspects and storytelling from Imaging Content Production (영상 콘텐츠를 통한 포스트모던과 스토리텔링의 융합관계성에 관한 연구)

  • Jeong, Eui Tae;Jung, Kyoung He;Song, Ho Jin
    • Journal of the Korea Convergence Society
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    • v.7 no.6
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    • pp.177-184
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    • 2016
  • The age of digital content mainstream consumers in the era of smart technology is expanding compared to the past. Consumers are taking a leading role in the production and distribution of contents in various forms. At the center of this is a post-modern social structure and space that break down the boundaries among Personal Digital Device, contents, production and consumption as a medium. Content rejects the existence of the same thing in the world. The tendency of the main consumer segment and the provision of post modern storytelling that penetrates it creates a huge industry group with various forms of contents. In order to carry out this study, with analyzing examples of movies, games, and advertisements, we found the fact that the center of content creation for individuals made their unique style, excluding generality. As a result of this research, the relationship between the user-driven digital contents and post modern storytelling have been revised the awareness about the possibility of various convergence in the field of contents production.

Expansion of Sensibility Area and Industrial Application in the Convergence Era - With Special Reference to Analysis of the Internet Arts of Sommerer and Mignonneau - (컨버전스시대 감성영역의 확장과 산업활용 -Sommerer와 Mignonneau의 인터넷 아트 분석을 중심으로-)

  • Kim, Hee-Young;Lee, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.146-154
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    • 2010
  • Recently 'convergence' and 'communication' have been keywords in many areas. Artists and engineers have begun to communicate each other through collaboration based on new technologies. One of the exemplary technologies of this era of convergence is a technology of fusing five senses used by both Internet Art and industrial technologies such as car navigation systems and the iPhone. Sommerer and Mignonneau's Internet Art $\ll$Riding the Net$\gg$,$\ll$The Living Room$\gg$, and $\ll$The Living Web$\gg$ implement the Internet and the five-sense fusion technology to translate not only sound into visual images but also tactile senses into tempo-spatial representations. Likewise, industrial technologies such as car navigation systems and the iPhone employ the five-sense fusion technology of speech recognition, which leads to the expansion of the realm of senses in technology as seen in Internet Art. As examined in this study, the development of art and technology through their convergence will open up a new dimension of digital art and culture technology industry.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

Study on FOCUS Teaching & Learning Model for Improving Digital Competency of Freshmen of Early Childhood Education Department

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.263-269
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    • 2022
  • This study is to propose a FOCUS Teaching & Learning model to educate pre-service early childhood teachers and in the era of convergence and integration and the Fourth Industrial Revolution. In an era where the use of digital technology is maximized due to COVID-19, boundaries of each fields are blurred and convergence is emphasized, a teaching and learning model is needed to strengthen capabilities of freshmen at colleges that train specialists. This study proposes ways to vitalize ICT education in early childhood education and proposes an integrated teaching and learning model. Through this model, pre-service early childhood teachers will be able to enhance their digital capabilities and contribute to the field of early childhood education by producing video content, activities and teaching aids to be provided to early childhood education institutions. In addition, the model can be applied to areas other than early childhood education to improve digital capabilities through video production and utilization.

A Study on the Digital Therapeutics Based Community Care for Rehabilitation in Dysarthria in the Post-COVID-19 Era (Post-COVID-19 시대 마비말장애 재활을 위한 디지털 치료제 기반의 커뮤니티케어 방안)

  • Lee, Sang-Do
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.313-323
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    • 2022
  • The purpose of this study was to explore ways a digital therapeutics-based community care plans for the rehabilitation in dysarthria in a situation where non-face-to-face services are expanding in the COVID-19 era. To this end, a qualitative study was conducted on experts working in hospitals, speech-language pathology centers, and social welfare centers, and as a result of the study, 3 topics, 9 sub-themes, and 18 content units were derived. Based on the analysis results, the digital therapeutics-based community care model consisted of 9 types: remote diagnosis, telepractice, rehabilitation training program, peer supporters, clinical support, communication, psychosocial intervention, and care plan services. This study will be able to provide basic data for health care & welfare services using digital therapeutics and guidelines for establishing shared care plans based on multidisciplinary cooperation.