• 제목/요약/키워드: Digital New Media

검색결과 1,026건 처리시간 0.024초

디지털 미디어 패러다임 전환에 따른 사용자 참여기반 미디어 스킨 개발 방향 및 적용 (The Direction for Developing a User Participation-based Media Skin by a Paradigm Shift of Digital Media and its Application)

  • 전병일;박재완
    • 디자인융복합연구
    • /
    • 제14권5호
    • /
    • pp.87-102
    • /
    • 2015
  • 오늘날 디지털 미디어 환경은 개인화, 상호작용, 키네시스로 특정 지어진 새로운 디지털 미디어 패러다임으로 전환되고 있다. 이러한 변화에 따라 도시 환경에서 중요한 역할을 수행하는 미디어 스킨에도 변화가 요구되고 있다. 따라서 본 연구는 디지털 미디어 패러다임 전환에 따라 새로운 개념의 사용자 참여형 미디어 스킨 모듈을 제안하는 것을 목적으로 한다. 본 연구를 위해 생물학적 패러다임에 대한 이론적 고찰을 통해 개인화, 상호작용, 키네시스로 대표되는 새로운 디지털 미디어 패러다임의 특성으로부터 주요 세부 요소를 도출했다. 도출된 요소를 기반으로 미디어 스킨의 한계점을 파악하고, 이를 극복할 수 있는 새로운 디지털 미디어 패러다임 기반의 미디어 스킨을 제안했다. 본 연구에서 제안하는 미디어 스킨은 모듈 조합형 미디어 스킨으로 사용자가 쉽고 빠르게 다양한 형태의 미디어 스킨을 직접 조형할 수 있고, 지능화된 모듈 간의 상호작용을 통해 다양한 콘텐츠를 창출할 수 있다. 본 연구는 향후 미디어 스킨 개발을 위한 지침으로 공헌할 것으로 기대된다.

미디어스킨 기반의 그래픽 조형 요소에 관한 연구 (Research about Graphic Modeling Element of Media Skin)

  • 김문석;오문석
    • 디지털산업정보학회논문지
    • /
    • 제6권3호
    • /
    • pp.151-158
    • /
    • 2010
  • Media Skin is in form extended of TV or computer monitor that is digital media picture or digital output of graphic. Mean reflex or graphics applied in LCD Window of portable phone or LED display etc. of city environment mainly. Draft and study skill development trend and studied about role as graphic modeling to Media Skin. Media Skin that inflect LED over inside and outside of the country impulse to steal current is embodied. It is situating from modern society to one media trend. Progressed general investigation about Media Skin's connection skill in research. As culture contents progressed determinate research to graphic modeling element etc. As graphic modeling of new media special quality is construed by 4 as following. Contact, Real time, Nonlinear, Multi-Communication are it. Media Skin has function as symbol of city or media construction facade. Also, have enough value as function new media as information offer function, art.

뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구 (A Study on the Process Change of Spatial Design in a New-Media Environment)

  • 강인경;윤재은
    • 한국실내디자인학회논문집
    • /
    • 제18권6호
    • /
    • pp.142-149
    • /
    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

디지털 아트를 활용한 인터랙티브 기반의 실내공간디자인 표현 연구 (A Study on Expression for Indoor Design base of Interactive using Digital Art)

  • 김재헌;박병주;최영근;박수진;김치용
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국해양정보통신학회 2009년도 추계학술대회
    • /
    • pp.635-638
    • /
    • 2009
  • 최근 디지털 아트는 이미지, 사운드, 시뮬레이션, 3차원 홀로그래피 등의 다양한 디지털 미디어를 활용하여 새로운 분야의 예술이 시도되고 있다. 이런 수많은 디지털 아트는 전시관이라는 제한된 장소와 제한된 기간에만 관객들과 접하고 있는 상황이다. 하지만 디지털 아트는 디지털 형태의 미디어를 이용할 수 있는 공간이면 실내외 어디든 활용 가능성이 있다. 본 논문에서는 디지털 아트를 활용하여 실내공간디자인에 하기 위하여 필요한 상호작용성에 대해 분석하고, 인터랙티브 기반의 실내디자인에 관한 표현을 연구하였다.

  • PDF

매체 경쟁구조 관점에서 본 인쇄산업의 지향점에 관한 고찰 (A Study on Intention of Printing Industry in Media Competition Circumstance : Publishing Industrial Point of View)

  • 김경일
    • 한국인쇄학회지
    • /
    • 제21권1호
    • /
    • pp.59-70
    • /
    • 2003
  • Digital technology is recognised as a generalized technology in the media industry, therefore there is an opinion which shows that the markets for its old media will be replaced by new media. However, some researchers have confirmed that the printed media which has a long historical background will be continuously selected by the audiences. As going through the historical background of the printed media, it has been challenged by the freshly created media. And traditional printed media does not disappear as the challenge of new media. As the challenge of new media, the printed media will show the new future of the printed media itself and its market as well by the transformations through the acceptance and merging the new technologies.

  • PDF

뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향 (New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure)

  • 김수진;한명숙
    • 복식문화연구
    • /
    • 제10권3호
    • /
    • pp.293-305
    • /
    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

  • PDF

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
    • /
    • 제12권1호
    • /
    • pp.175-181
    • /
    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

Research and Development of High Performance 42-inch XGA Plasma Display Panel

  • Choi, Kwang-Yeol;Min, Byoung-Kuk;Kim, Tae-Hyung;Song, Byung-Soo;Yoo, Eun-Ho;Kim, Jin-Young;Jung, Yun-Kwon;Kim, Won-Tae;Yang, Hee-Chan;Ryu, Jae-Hwa
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 한국정보디스플레이학회 2004년도 Asia Display / IMID 04
    • /
    • pp.231-235
    • /
    • 2004
  • High performance 42 inch XGA PDP with high luminance of 1,000 cd/$m^2$ has been developed using high efficient electrode structure, discharge gas and closed barrier ribs. For high speed addressing with single scan technique, address discharge time lag was reduced over 40% with FAST driving scheme and new materials. High dark room contrast ratio of 5,000 : 1 was achieved and picture quality was improved using new algorithm for eliminating false contour and improving gray level linearity.

  • PDF

아동을 위한 디지털미디어 리터러시 성장성 연구: 라캉의 욕망이론을 중심으로 (A Study on Digital Media Literacy Growth Possibility for Children: Focusing on Lacan's Desire Theory)

  • 황보원주;위민영
    • 한국멀티미디어학회논문지
    • /
    • 제20권2호
    • /
    • pp.420-428
    • /
    • 2017
  • In recent trends, the first age of digital device usage has been significantly getting low and the using frequencies for younger generation have been gradually increasing. Also, while there were more negative opinions of this trend in the past, the new idea is changing to more needs of training and approaches for children's sound using guidelines for digital device. In fact, people believe the new generation will face more advanced future, called the Fourth Industrial Revolution. The purpose of the paper is first to explain about the Jacques Lacan's concept of desire theory in order to understand the human's unconscious level through His desire theory. Second, the paper identifies how this unconscious level is affected to ethical aspects of new generations whose unconscious level are frequently and early exposed to digital media. Lastly, the paper will present the necessity of digital literacy education as well as future direction. Furthermore, the paper review for what is the ethics and positive guidelines of digital media for children who will become the future citizens in the era of the Fourth Industrial Revolution.

뉴미디어 공공미술의 확장성 연구 -VR 드로잉을 중심으로- (Study on the scalability of public art in new media -As the center of VR drawing-)

  • 윤희선;정진헌
    • 디지털융복합연구
    • /
    • 제19권12호
    • /
    • pp.383-388
    • /
    • 2021
  • 뉴미디어 기술을 활용한 융복합적 형태의 다양한 예술작품이 시도되는 추세를 반영하여, 본 논문에서는 공공미술의 발자취를 알아보고, 공공미술 작품의 표현방식으로 뉴미디어아트를 활용한 작품 사례들을 살펴보며, 퍼블릭 미디어아트의 새로운 도구로서 VR 드로잉을 제안한다. 이미 VR 드로잉 도구를 활용한 드로잉 퍼포먼스와 VR 실감형 공연 '허수아비'의 사례는 VR 드로잉 도구가 공공미술의 새로운 표현방식으로서의 현실 적용 가능성을 유추할 수 있다. 본 연구는 향후 뉴미디어 기술 중 VR 드로잉 도구를 활용한 예비 창작자들에게 도움이 되는 선행연구가 될 것으로 판단된다. 또한 다가오는 4차 산업혁명시대의 미디어 현황과 비교하여 예술과 기술의 미래 가치를 고민하고 분석해 본다면 의미 있는 연구가 될 것이라 생각한다.