• 제목/요약/키워드: Digital Form-Generation

검색결과 100건 처리시간 0.03초

MZ세대 대학생의 디지털 성범죄 인식 관련 요인 (Factors Related to the Perception of Digital Sex Crimes Among University Students of the MZ Generation in Korea)

  • 차혜경;김경숙
    • 산업융합연구
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    • 제21권2호
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    • pp.61-71
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    • 2023
  • 본 연구는 국내 MZ세대 대학생들의 디지털 성범죄 인식과 관련된 요인을 탐색하기 위한 서술적 연구이다. 본 연구를 위해 국내 대학생 150명을 대상으로 설문지를 배포하여 자료를 수집하였으며, 참여자들의 평균 연령은 21.17세이었다. 분석 결과, MZ세대 대학생의 디지털 성범죄 인식과 가장 관련성이 높은 변수는 성적 인식이었으며(β=-0.390, p<.001), 성별(β=0.207, p=.018)과 성적 태도(β=0.157, p=.045)가 더해져 설명력은 25.2%였다(F=17.588, p<.001). 본 연구는 MZ세대 대학생들의 올바른 디지털 성범죄 인식 형성 및 개선을 위해 대학생의 디지털 성범죄 인식과 관련된 요인을 고려한 맞춤형 교육의 필요성을 제안한다.

요리스 라만(Joris Laarman)의 3D프린터를 활용한 가구디자인에 관한 연구 (Study of Furniture Design Utilizing 3D Printers Joris Laarman)

  • 이현정
    • 한국가구학회지
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    • 제27권2호
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    • pp.128-136
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    • 2016
  • Digital designs that appear in the three-dimensional virtual space by the digital type are designed as there is not an image created with an organic artificially generated (Creation) and representation (Modifying), developed by the specific environment given. The advanced digital design will produce a result with an algorithm according to a mathematical operation and the environment and has the nature of generating the real world, changes, development and affinity (Genetic Process). The digital design process is largely defined by a set of processes that are consistently designed to integrate form of creation, reproduction, proceeds in three steps, while the manufacture and assembly as a form of maintenance as possible the intended form of control data from the concept of building. By Joris Laarman 3D printer design is a simulation created by the digital process by the various algorithms and design achieved through the development of 3D printers, such as new materials and MX3D. From the mold production of a complex whole by using a robot and other digital production tool extracts a variety of forms.

디지털 세대를 위한 디지털 스토리텔링 활동 모형 개발 (Development of a Digital Storytelling Activity Model for Digital Generation)

  • 조미헌
    • 정보교육학회논문지
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    • 제21권6호
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    • pp.647-656
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    • 2017
  • 디지털 스토리텔링은 학생들이 스토리를 기획 구성하고, 다양한 디지털 기술을 사용하여 결과물을 제작하는 기회를 제공한다. 디지털 스토리텔링 활동을 통하여 학생들은 디지털 세대에 요구되는 창의성, 의사소통 능력, 비판적 사고력, 협동과 같은 역량들을 신장시킬 수 있다. 본 연구는 학생들이 스토리의 프로슈머가 되어 스토리의 기획 및 구성은 물론 기획한 스토리를 디지털 자료로 제작할 수 있도록 안내하는 디지털 스토리텔링 활동 모형을 개발하였다. 모형은 '활동 준비', '스토리 기획 및 구성', '스토리텔링 자료 제작', '자료 발표 및 평가' 등과 같은 4가지 단계로 구분하고, 각 단계에 대한 활동 지침들을 제공하였다. 또한 각 단계별 활동을 돕기 위하여 스토리 기획서, 스토리 테이블, 팀간 평가지, 개별 성찰지 등의 양식들을 제공하였다.

리좀 특성이 반영된 하이퍼텍스트스페이스에 관한 연구 (A Study on the Hypertext-space based on the Rhizome characteristic)

  • 안현정
    • 한국실내디자인학회논문집
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    • 제20권4호
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    • pp.63-73
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    • 2011
  • In the middle of that a information form is being formlessly changed to diverse deirections, a design and a space as physical consequence show not only a allegory but mutually relational charicteristic meaning a nonboundary and nonlinear form by development of modem digital culture. Following development of the modern digital culture, a design and space which are physical results, show a point of correlative specificity, allegory, nonlinear and nonboundary, Not only a design and culture but also various circles handle a hypertext as a representative pivot in this change. this has same contexts as rhizome possessing a asignifiante and nomadic characteristic said by Felix Guattari and Gilles Deleuze. An ideal of rhizome space shows historical decisions, unexpected accidents, a concepts, an individual. a group, social compositions above an contrifugal exterior force, This study examines into surroundings designed by a hypertext and rhizome through a case accordingly and infers an ultramodern characteristic in conventional precognition with synthesizing a peculiarity of the digital generation space.

디지털콘텐츠 산업의 융합화와 수출 가능성 (A study on Convergence of the Digital Contents Industry and Possibility of Exportation)

  • 전병준;최동길
    • 통상정보연구
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    • 제12권3호
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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게임-확장공간에서의 '게임적 신인류'의 형성 : 체감형 게임을 중심으로 (The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game)

  • 김재영;성정환
    • 한국게임학회 논문지
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    • 제10권5호
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    • pp.3-13
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    • 2010
  • 본 논문은 게임적 행위, 게임적 체험, 게임적 인간이라는 일련의 과정에 주목한다. 현대에서의 게임의 강력한 효과는 게임적 인간이라는 새로운 인간형을 생산하고 있다. 특히 체감형 게임의 형태는 그것의 매체적 특질에 의해 가장 강력한 효과를 발생시킬 수 있다는 점에서 논의의 주요한 대상으로 삼는다. 본 논문에서는 우선 체감형 게임에서의 체험을 분석하고, 체감형 게임이 담지하고 있는 게임-공간의 확장성을 탐구한다. 그리고 체감형 게임이 생성하고 있는 새로운 게임적 인간을 '게임적 신인류'로 개념화한다. 이러한 논의는 체감형 게임이 가속화시킨 다양한 사회적 현상에 대해 새로운 해석을 반영하여 그것의 사회적 의미를 도출해 보기 위한 시도이다.

들뢰즈.가타리의 '생성'사유를 바탕으로 한 대학교 예술관 계획연구 (A Study of University Art Center Design based on the Deleuze-Gattari's 'devenir' thought)

  • 강훈
    • 한국디지털건축인테리어학회논문집
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    • 제9권1호
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    • pp.61-69
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    • 2009
  • The purpose of this study on university Art Center Design based on the Deleuze Gattari's 'devenir' thought. So, this paper studies the concept of Deleuze Gattari's 'devenir' thought. Expressing the potential constantly is to actualize he 'Devenir Architecture', and planing by using the digital design method of utilizing the digital media. Above all things, raising the virtual through the digital method, it creates devenir space that it try to make sustainable moving space. This trial can be one actual example as form generation in digital architecture, it is significant to be presented the one way to design architecture.

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EPD File Generation System Based on Template for Choosing E-paper Contents Layout

  • Son, Bong-Ki
    • 한국컴퓨터정보학회논문지
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    • 제23권12호
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    • pp.107-114
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    • 2018
  • We propose EPD(Electrophoretic Display) file generation system based on template that enable users to choose contents layout for E-paper display. And also we show implementation results that apply the proposed system in digital doorsign management field adopting E-paper display. Template includes information for contents layout which is composed of standard form image to be used as background image, coordinates of area for dynamic data to be inserted, data source about dynamic data, and characteristic data of EPD panel for displaying contents. System administrator registers templates in Forms Server. When user chooses a contents layout, Forms Server automatically generates EPD file for displaying contents in E-paper by using information of the template and sends EPD file into doorsign. Strength of the proposed system lies in reflecting user preference about contents design and adding personal data into E-paper contents by smartphone application.

건축분야에서의 스토리텔링 기법 활용방안 연구 (A Research on the Uses of Storytelling Approach for Architecture)

  • 윤기병
    • 한국주거학회논문집
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    • 제18권1호
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

원자로 제어봉 구동장치 제어시스템용 전력제어기 FPGA 설계 (Design of FPGA in Power Control Unit for Control Rod Control System)

  • 이종무;신종렬;김춘경;박민국;권순만
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 학술회의 논문집 정보 및 제어부문 B
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    • pp.563-566
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    • 2003
  • We have designed the power control unit which belongs to the power cabinet and controls the power supplied to Control Rod Drive Mechanism(CRDM) as a digital system based on Digital Signal Processor(DSP). The power control unit dualized as the form of Master/Slave has had its increased reality. The Central Process Unit(CPU) board of a power control unit possesses two Digital Signal Processors(DSPs) of the control DSP for performing the tasks of power control and system monitoring and the communication of the Control DSP and the Communication DSP. To accomplish the functions requested in the power control unit effectively, we have installed Field Programmable Gate Arrays(FPGAS) on the CPU board and have FPGAs perform the memory mapping, the generation of each chip selection signal, the giving and receiving of the signals between the power controllers dualized, the fault detection and the generation of the firing signals.

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