• Title/Summary/Keyword: Digital Media Convergence

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Constructing Content Producing Group with Creativity under Media Convergence Environments (미디어 융합 환경 하에서 창의적인 콘텐츠 생산그룹의 구성에 관한 연구)

  • Kim, Joong-Gyoo;Lee, Chang-Hoon;Jang, Young-Cheol
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.137-146
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    • 2009
  • This paper aims to propose a framework of content creating group with creativity under new convergence environments. The framework is built based on content concept hierarchy(deep/surface) relating with the creativity of group members. The diversity of group members(potential creativity) decrease and change into creative abilities in one unified view at each content concept hierarchy in time. To do this, three methods of building a creative group(interaction-base, direction-base, hybrid) are proposed. Cooperating processes and operators are designed to promote creative abilities in the content producing group. These cooperations are considering new media convergence industry's job road map(IPTV) and fundamental content attributes(semantic, narrative, discourse). In the framework, creative content is produced with the help of member's cultural openness, media richness and synchronicity, hierachical adaptability on dissimilarity. Deep level creativity of cognitive semiotics on moving image content is composed of psychological, transformational, situational creating abilities in the structure of group members. Designing analogy, metaphor, symbol operators help members to traverse deep structure of content concept hierarchy. Our framework has strong points to relate fundamental content deep structure with structure of content producing group and to induce creativity on cognitive structure of human being.

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Analysis of Digital Hologram Rendering Using a Computational Method

  • Choi, Hyun-Jun;Seo, Young-Ho;Jang, Seok-Woo;Kim, Dong-Wook
    • Journal of information and communication convergence engineering
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    • v.10 no.2
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    • pp.205-209
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    • 2012
  • To manufacture a real time digital holographic display system capable of being applied to next-generation television, it is important to rapidly generate a digital hologram. In this paper, we analyze digital hologram rendering based on a computer computation scheme. We analyze previous recursive methods to identify regularity between the depth-map image and the digital hologram.

Realtime National Defense Issue Detection and Grouping based on Web Media (웹 미디어 기반 실시간 국방 이슈 탐지 및 그룹핑)

  • Oh, Hyo-Jung
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.253-260
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    • 2015
  • Because mass of activity records of individuals and organizations are accumulated in the digital space and amount of information is also increasing exponentially, the most urgent requirements of users is the tool for 'efficient' acquisition of 'useful' information. This paper try digital convergence to combine a domain specific technology with real time issue detection and grouping based on Web media. To derive core functionalities, we collect and analyze user requirements of national defense issue detection services. By utilizing linguistic resources specialized on national defence area and discovering features for measuring issue importance, we try to seek differentiation domain specific issue detection method. Finally we compare our detection results based on the development outputs of prototype.

The Convergence of Life and Technology from the Nurturing Perspective

  • Wierzbicki, Robert J.
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.7-10
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    • 2014
  • Upbringing requires an active intervention in the process of children growing up. Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. This is where life sciences, psychology, media, pedagogy and technology (need to) converge.

The Influence of Users' Perception of Digital Convergence Media upon Use Intention (디지털 융합미디어에 대한 수용자 인지가 사용의도에 미치는 영향)

  • Kim, In-Kyung;Park, Won-Jun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.3
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    • pp.363-369
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    • 2011
  • The purpose of this study was to examine the influence of users' perception of convergence media which were appeared with technological development upon the actual intention of use. Study findings show that when the perceived usefulness of convergence media was high, use intention was high as well. In addition, when the perceived ease of use was high, use intention was high as well. Use intention had significance influence upon the extent of actual use. This finding implies the fact that when use intention is higher, convergence media are more frequently used in reality. On the other hand, when innovation resistance is higher, the perceived ease of use, use intention and media intimacy are lower. In the end, due to innovation resistance, the use intention of media becomes lower and the use of convergence media is delayed.

A Study on the Idea of Materiality of New Media Art through Rethinking Kinetic Art (키네틱아트의 재조명을 통한 뉴미디어아트의 물질성에 대한 고찰)

  • Song, Min Jeong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.263-270
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    • 2015
  • The development of technology has always been influencing the worldview of the time, and this has been embodied through artistic media and contents throughout history. This paper begins with an overview on how the notion of movement in art has developed with the juxtaposition of materiality and immateriality or the conversion between the two by rethinking Kinetic Art which was popularized in the mid-twentieth century in America and Europe. Then, this is compared with New Media Art which employs advanced digital media techniques to generate virtual images. New Media Art requires some kinds of physical mechanisms and space for the embodiment of virtual images to some extent. The coexistence of material and immaterial aspects of New Media art is investigated through the contextualization with certain aspects of Kinetic Art.

Distributed Transaction models in Digital Convergence Environment (디지털 컨버젼스 환경에서의 분산 거래 모델에 관한 연구)

  • Lee, Eun-Seo;Kim, Dong-Hwan;Oh, Hwa-Yong;Chang, Tae-Gyu
    • Proceedings of the KIEE Conference
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    • 2005.05a
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    • pp.230-232
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    • 2005
  • This paper proposes a Distributed Transaction models based on the multimedia framework (MPEG-21) in digital convergence environment. Digital media market is growing up rapidly according to the extension of internet and universality of multimedia contents. So, importance of the effective management with the production and distribution of produced multimedia contents is becoming larger. For effective management of multimedia contents, the multimedia contents which are represented with different standard each other can be processed adaptively in the variable network environment. A free compatibility among the different terminals and standards are the essential particular should be offered for the digital convergence environment. A multimedia framework supports this compatibility and various multimedia services. In this paper, the Distributed Transaction models that multimedia contents can be circulated among the individual users safely and freely are proposed and the relation technologies are described.

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Convergence in Fashion Design (컨버전스 트렌드에 의한 패션 디자인)

  • Ko Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.106
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    • pp.148-162
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    • 2006
  • The purpose of this study is to examine the concept of convergence which is one of the trendy issues as a new digital paradigm of Integrative thinking in 21st century, to analyze the plastic feature and internal meaning of convergence expressed in fashion design, and to grasp the cultural symbolism through this aesthetic analysis. Because there have been considerable discussions on convergence, centering on industrial product area associated with media, I will proceed my study on the basis of them. For this, the documentary study and practical case study have been executed. This study will be helpful to find a direction of future fashion design trend. Convergence in digital stage can be defined as a phenomenon which different functions of product move towards one direction for greater efficiency, and not only as a technical integration between functions of product, but also an extension of area. Convergence can be classified by their use as (1) convergence for convenient daily life (2) convergence with intelligent scientific technology (3) convergence for entertainment on the basis of sensual experience. The plasticity of convergence designs feature as a open dynamic structure which potentiate transformation and their internal meaning can be inquired such qualities as integrative multiplicity, efficiency, mobility, intelligence. Specially convergence fashion design has protection qualify resulting from wearability on body. Ultimately convergence fashion design as a future digital paradigm can be thought as both eco-friendly design and human-centered design from positive technology-based viewpoint, because it is easy to transform according to our environment, convenient to reserve, and efficient to enhance spatial usibility.

Digital Media Convergence and Interactivity in Film Narrative (디지털 미디어 융합과 영화 내러티브의 인터랙티비티)

  • Song, Minho
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.114-122
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    • 2015
  • This study has a main purpose on discussing the issue how the construction of film narrative will be changed by audience's desire to intervene into film narrative through the active participation, out of watching a film passively in movie theater. Compared with the collective theatergoing experience in big screen was defined as the past cinematic identity, the absolute value of movie theater fragmented increasingly in the era of media diversification facing with digital media convergence. As this situation can be compared with "the author's death" Roland Barthes predicted on the mono-media of the book, thus, we are to take the time to discuss the new emerging 'movies'. The most important thing in this discussion is the aspect of the transformation of narrative in the future screening. Especially, while 3 act structure and configuration evoking a catharsis in film narrative are elements defining aspect of the past narrative, then, the future narrative in film will change to the structure interacting with audience actively. This paper had a discussion how could be possible the aucience interaction in only movie valuing the passive experientiality uniquely in screening over the other media through investigating the attempts of interactive cinema so far and the possibility of future.

A Study on the Development Direction of Traditional Cultural Contents in the Age of Convergence Media (융합미디어 시대에서 전통문화 콘텐츠의 발전방향 연구)

  • Shan, Xinyi;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.99-104
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    • 2022
  • In the age of convergent media, traditional media and network media are highly integrated, and benefits are shared, which promotes the increase of traditional culture communication channels, the change of communication methods, and the change of the mode of interaction with audiences. This article analyzes the difficulties of traditional culture dissemination by enumerating some excellent cultural programs in China. At the same time, combined with the current situation of convergence media, it discusses how to transform invisible traditional culture into visual digital content, and make it widely disseminated by means of convergence media. It provides reference for the development of traditional culture, and has enlightening significance for creating high-quality cultural programs and spreading mainstream culture.