• Title/Summary/Keyword: Digital New Media

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A Study on the Utilization of Projection Mapping in Personal Media (Personal Media에서 Projection Mapping 활용성 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.377-383
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    • 2020
  • This paper studies the current development of personal media and the development of project mapping technology. The speed of social life is speeding up, and information dissemination tends to be fragmented. With the rapid development of mobile technology in recent years, personal media has gradually attracted the attention of people. And now image production and video editing become more and more simple in mobile devices, which provide a basis for the active personal media. The emergence of video content with high creative which is producing by projection mapping. And also providing an attractive new content for the general public. With the popularity of home projector, and the development of mobile terminal projection mapping production application. In the future, it will be possible to use projection mapping to produce personal media contents on the basis of mobile media platform.

A Construction Plan of Media Big Data Platform Through the Smart Media Meta-data Utilization (스마트 미디어 메타데이터 활용을 통한 미디어 빅데이터 플랫폼 구축 방안)

  • Hong, Jin-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.646-649
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    • 2022
  • Media is a means for exchanging one's emotions or objective information in human society. Due to the spread of smart media due to the advent of digital media, media in modern society is not a simple means but encompasses the entire society in which humans live. It even took over the control function. Therefore, by examining the types and characteristics of media according to the service platform in which smart media is used, and building a big data hub for media based on this, new development and research directions for digital media can be explored. In this paper, we analyze various metadata generated through smart media and propose a plan for building a big data platform using it.

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Development and Validation of a Digital Literacy Scale in the Artificial Intelligence Era for College Students

  • Ha Sung Hwang;Liu Cun Zhu;Qin Cui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.8
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    • pp.2241-2258
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    • 2023
  • This study developed digital literacy instruments and tested their effectiveness on college students' perceptions of AI technologies. In creating a new digital literacy test tool, we reviewed the concept and scale of digital literacy based on previous studies that identified the characteristics and measurement of AI literacy. We developed 23 preliminary questions for our research instrument and used a quantitative approach to survey 318 undergraduates. After conducting exploratory and confirmatory factor analysis, we found that digital literacy in the age of AI had four ability sub-factors: critical understanding, artificial intelligence social impact recognition, artificial intelligence technology utilization, and ethical behavior. Then we tested the sub-factors' predictive powers on the perception of AI's usefulness and ease of use. The regression result shows that the most common powerful predictor of the usefulness and ease of use of AI technology was the ability to use AI technology. This finding implies that for college students, the ability to use various tools based on AI technology is an essential competency in the AI era.

The Prism Effect-based Creativity-Thinking Process: With 'Multi-Sensory,' 'Multi-Dimensional,' and 'Storytelling' Devices

  • Won Kyung-Ah
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.5-18
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    • 2006
  • Digital information society shows a variety of contents of cross-categorial digital media in their inner or outer forms and concepts of the artistic aspects. In order to cope with such a complicated, unexpected trend in digital media and its industry, a new approach in the design process needs to be developed and adjusted with the new equipment of the creativity-thinking process of 'the Multi-Sensory Device (MSD),' 'the Multi-Dimensional Device (MDD),' and 'the Storytelling Device (SD)' in the Prism Effect-based Creativity-Thinking Process (PECTP). The PECTP is in principle designed to practically work with the four distinct techniques: 1) Physical Activity, 2) Linguistic Activity, 3) Visual Activity, and 4) Complex Activity. Consequently, this thesis notes that the nature of the cross-categorial design contents is necessarily non-directional since the creativity power inside the Prism Effect results in openness and diversity.

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Advanced Ubiquitous Learning System (진보된 유비쿼터스러닝 시스템)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.719-720
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    • 2015
  • This paper propose the method of U-learning system which is the $21^{th}$ core IT fields of the knowledge based information-oriented society, which is digital convergenced ubiquitous with e-learning. Specially, for the future it will be expected and prospected new media core in digital life age using DMB smart phone.

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Improvement of Local Broadcasting Service in the Age of Digital Media: Focusing on KBS (디지털 미디어 시대 지역방송 서비스 개선 방안: KBS를 중심으로)

  • Do, Gi-Tae;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.381-388
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    • 2020
  • Based on local viewers' awareness of locality and consideration of desired local broadcasting service, this study explored the direction of service policy and specific service strategy of local broadcasting. The research method is a secondary analysis using three regional audience surveys and in-depth interview data conducted by KBS. For local audience, the concept of localism is being narrowed down to the city/county/district where they live. In order to reinforce the identity of local broadcasting and improve local broadcasting services, first, the function and role should be expanded to the local mega platform. Second, regional programs such as in-depth coverage and discussion of local issues should be strengthened. Third, in order to communicate with local audience, viewer analysis ability and communication education of local broadcasting members are required. Fourth, it is necessary to create an ecosystem in which local people participate as producers of local broadcasting.

Digital Epistemology and New Design Thinking of Interface (디지털 인식론과 새로운 인터페이스 디자인 사고)

  • Oh, Chang-Sup
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.183-194
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    • 2006
  • This thesis, in terms of epistemology, aims to show the new possibility of digital interface. First, the thesis surveys the history of digital interface, and clarifies that current interface is the product of accidental gauge. The fact that it is not the inevitable result hints the infinite area of new digital interface. The current limited interface comes from the limited understanding of digital technologies and digital media. For example, it can be referred to metaphoric comprehension, 'black box.' This thesis tries to get over such comprehension, considering digital as a kind of light. New epistemology in which digital is regarded as light and medium extends to the ethics that interface design should become a creative activity, accepting the difference and making a new design.

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A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Fluid Interaction of Digital Media -Based on Net Art- (디지털미디어의 유동적 인터렉션 - 넷 아트를 중심으로 -)

  • Kim, Hyung-Nyun
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.193-201
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    • 2007
  • The information technology is quickly changing the paradigm of the overall society. This change has influenced the art field and exceeded the limit of prior art characteristics and methods opening up a new world of art pieces starting among the young artists based on digital art technology. Especially the internet art of the computer technology made the communication of the artist and the viewer to communicate in a bilateral manner different from one way feeding of the past and made it possible for the viewers to choose their involvement in the act of seeing the work changing the reaction into a fluid concept. This thesis is about using the digital media in the net art communication to figure out the fluid interaction by approaching the digital media concept and by analyzing the characteristics of net art communication means and thus take a overall look at the artist related web sites and see the net art as a new communication means.