• Title/Summary/Keyword: Digital Mind

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Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

Waiting for Digital Art - digital vs analogue (디지털 아트를 위한 기다림 - 디지털 대 아날로그)

  • Shin, Jun-Hyouk
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.22 no.1
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    • pp.22-29
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    • 2013
  • In general, to conduct aesthetic restorations, various analyses are carried out using a camera from the initial examination with the final prosthesis in consideration. With the reality that many dentists are using digital cameras, it can be considered that the time of digital impression has already started. Just as the recent general trend is that more and more internationally renowned photographers are switching their film cameras to digital counterparts, it is likely that CAD/CAM will show another direction in the area of the aesthetic dentistry that we may want to pursue. With the word 'digital', the convenience and economics often come to mind in the first place. However, from the dental clinical viewpoint, it is important to improve and develop the CAD/CAM system based on understanding its specialty and superiority while respecting the conventional analog techniques. However, a regretful aspect is that it is often difficult to catch up with the latest advancements for proper referencing and follow-up of digital technologies since the CAD/CAM device and material are developing very rapidly. Accordingly, although it is ideal to have hands-on experiences in various digital material and devices, and adapt to their fast changes, it must be stressed that the clinical application is to be implemented on the basis of the proven traditional way of dental clinics in order to obtain better outcomes. This presentation will explore types of approaches that can be made by combining the traditional techniques and the CAD/CAM from the aesthetic viewpoint. In addition, it is hoped and eagerly awaited that the CAD/CAM restoration may play a significant role in the field of the 'digital art'.

An Empirical Study of Relationships among Stress, Mindfulness and Life Satisfaction among University Students Across University Class Levels (학생들의 스트레스, 마음챙김, 삶의 만족감의 관계에 대한 실증연구 : 학년에 따른 효과)

  • Lim, Se Hun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.193-199
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    • 2013
  • Today, university students are suffering from various stresses such as individual capacity development, school score management, human relationships, job placement, and English study for preparation as member of society the future. However, stress of students decreases stabilization of mind and aggravate feeling of satisfaction of life. In this research, we examined the relationships among stress, mindfulness and life satisfaction among university students. In addition, we analyzed the moderating effect as university class levels on stress and life satisfaction using partial least squares. This results provide useful implications for decreasing stress, improving mindfulness, and increasing life satisfaction among university students.

A Study on the change process of museum building and exhibit space (박물관건축과 전시공간의 변천과정에 관한 연구)

  • Kwon, Soon-Kwan;Kwon, Hyuk-Jin
    • Journal of The Korean Digital Architecture Interior Association
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    • v.12 no.1
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    • pp.15-23
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    • 2012
  • Museums in Korea have a long history of 100 years. It is not too much to say, though, that in fact, they in the history have lasted only for 20 to 30 years. Daejeon World Expo in 1993 and the foundation of local governments in 1995 not only played an important role in the growth of museums, but also affected the spatial development in terms of architecture and exhibition. Based on the theoretical background of museums' historical, formative, and exhibition-spatial changes, this study grasps the changes in public museums established during the last 20 to 30 years, and analyzes the changing roles of museums in the future. The preliminary study shows that the formative and spatial changes of museums partially resulted from the changes in visitors' pattern. Besides, as a result of the utilization of PEST Analysis, a macroscopic competition analysis method, it turned out that the construction of public museums in Korea was promoted with in mind the political and social significance after the establishment of the autonomous government. For unique museums to be established in local regions, it is necessary to proceed with a consistent investigation on museums in various perspectives rather than merely relying on the administrative exhibition services led by the organizations.

Study on an Artificial Intelligence Player of the Yutnori Game Using the Fuzzy Logic (퍼지논리를 이용한 윷놀이 인공지능 플레이어 연구)

  • Chung, Sungwook;Kim, Kinyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.1-12
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    • 2017
  • Recently, the Go game has been performed between the 'AlphaGo' of the DeepMind and Lee Sedol, a famous professional Go-player of Korea, which leads to arise a lot of interests in the AI (Artificial Intelligence) research area. Based on the Fuzzy logic of the AI, we have also developed another game's AI, .i.e., the Yutnori game, one of Korean traditional board games. However, it is not easy and simple to consider all the cases of the Yutnori game since it is a non-perfect information game in terms of the AI. Thus, we have developed the Fuzzy-logic-based AI which tries to simulate humans' selections, meaning that the suggested AI has focused on the humans' choices depending on diverse situations in the Yutnori. With our extensive simulations using the suggested Yutnori AI, we have analyzed its performances with respect to 10 Yutnori situations among various scenarios. In conclusion, our suggested AI have demonstrated that 6 out of 10 situations are exactly same with the humans' choices and the rest 4 cases are also similar to that of human's, which reveals that our Fuzz-logic-based Yutnori AI can effectively simulate human's choices.

Is Technical Expert Compensated for the Education on Finance and Management? (BSC 요인이 전문기술자의 보상에 미치는 영향 : 학사 전문기술자와 석사 전문기술자를 중심으로)

  • Nam, Cheol;Kwon, Do-Soon;Lee, Miyoung
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.49-64
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    • 2014
  • This study is to prove the effect of raising the value of the expert knowledge of technical experts or researchers that obtained systematic education on finance and management, on the individual's performance, and to do so, BSC(Balanced ScoreCard) is to be used to analyze how the individual's performance was affected. The results indicates that development and management of substantial programs on finance and management-related educations, with the purpose of inspiring management mind on professional employees, are demanded.

The Credibility of Online Book Review on Customer's Purchasing Decision (온라인 북 리뷰 공신력의 구매 수용자 의사결정에 미치는 영향)

  • Choi, Jae Young;Choi, Jae Woong;Han, Man Yong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.1
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    • pp.191-205
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    • 2012
  • A book review is one of the most important sources of information which provide the descriptive and evaluative contents about books. Reviews have great influence on consumer behavior because they are believed to be more reliable than information provided by sellers. Readers who read a book review includes information about book decide whether they will buy or not. This study examines customer attitude change by book reviews with regarding to different type of information sources(experts and prior customers) and different directions of messages. We address the following research questions: (1) Can positive book reviews with credibility have a positive impact on acceptance of books? (2) Can negative book reviews with credibility have a negative impact on acceptance of books? The results shows that a credibility is an essential factor for affecting customers' mind. When positive book reviews were written, both expert and customer opinions have a positive impact on acceptance of customers. Given negative book reviews of experts, trustworthiness is more important than expertise. However, a objectivity of customer's reviews is more important.

he Effect of Mindfulness of Exhibition Design Employees on Jab Performance Through Self-Efficacy, Jab Satisfaction (전시디자인기업 구성원의 마음챙김이 자기효능감 직무만족을 통해 직무성과에 미치는 영향)

  • Jung, Soohyung;Hwang, Changyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.1
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    • pp.57-75
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    • 2018
  • The growth of the Exhibition Design Industry has been exponential both internationally and domestically since the composition and fusion of Artistic Culture and information. Since the introduction of various Display Techniques, such as, augmented reality, Virtual Reality, and 3D interactive applications, the Exhibition Display Industry has seen innovative development. Furthermore, this has transpired a new wave of change and globalization in social network and thru creative Exhibition Design this has become a turning point in the Exhibition Design Industry. The aim of this research is to find Influencing factors of domestic Exhibition Design Industry members. These factors thru self-efficacy and job satisfaction will study objectively to find what influences duty result and help members of Exhibition Design Industries to work comfortably and to increase productivity we are proposing effective and efficient development methods. To do this, we are suggesting a research model applied on variables of the mindfulness theory which is based on the emphasized unconsciousness which represents the existence of the mind. To objectively verify this research model, we have conducted surveys on Exhibition Design Industry workers and a Material Designer in Seoul.

A Study and Implementation of Network Synchronization Module for Wired and Wireless based Multimedia Embedded Systems (유무선 기반 멀티미디어 임베디드 시스템을 위한 네트워크 동기화 모듈 연구 및 구현)

  • Kim, Hong-Kyu;Moon, Seung-Jin
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.12
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    • pp.1198-1206
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    • 2007
  • It is common to use PC or Digital picture frame in stand-alone fashion to view images, movies, or to listen MP3 musics which are considered as multimedia contents, However, such existing methods have weakness for expanding network requirements or augmenting extra data, in such case inevitably requiring external devices. With keeping in mind for such expansion, in this study, we have suggested a new concepts of network module which may utilize an image server for data transmission, in the proposed module, data alarm packet was defined for alerting incoming data from the image server and it became possible to synchronize between the image server and device not only in wired but also in wireless environments through UART. The method consists of a control module for an image server and a synchronization module between the server and the device. We have also tested the feasibility for future commercial usages such as advertisements through performance evaluations.