• 제목/요약/키워드: Digital New Media

검색결과 1,026건 처리시간 0.024초

Research on the impact of digital media art on tourism cultural communication

  • Sun, Xiangbo;Hong, Chang-kee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.70-78
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    • 2023
  • Culture is the soul of tourism, and communication is the key to the inheritance and development of tourism culture. Therefore, culture and communication are essential for the development of tourism. Digital media art is a new form of art that combines technical, artistic, and media-oriented elements. Its artistic expression and crossover communication capabilities drive its usage in cultural tourism communication. This paper examines the influence of digital media art on tourism culture communication and development by elucidating the concept and characteristics of tourism culture communication and digital media art, applying the theoretical knowledge of communication, and deriving the specific characteristics of digital media art on tourism culture in terms of the transmission-reception relationship, content, medium, and effect. The role and value of digital media art in disseminating and developing tourism culture are discussed. We aim to provide valuable insights for the dissemination of tourism culture.

공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 - (Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory -)

  • 고귀한;강선경
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

디지털 미디어를 이용한 종합병원 디자인에 관한 연구 (A Study on the Design by using Digital Media of the General Hospital)

  • 김길채
    • 의료ㆍ복지 건축 : 한국의료복지건축학회 논문집
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    • 제13권1호
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    • pp.45-52
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    • 2007
  • The purpose of this study is to suggest the design by using digital media the general hospital. The important result and advantage of the study are as follows; At first, applicability and maintenance of form and function design are enhanced and the digital media could be used for development of better and economical design. Secondly, the 3D CAD system useful for communication media and instructional tool for hospital planners and designers. Thirdly, fast and economical evaluation are obtained through the study of experimental simulation. Finally as a new tool in architectural field, the system helps to enhance the relationship between digital media and human. New concept and tools of hospital design are being developed in terms of its function, environment, and psychology. The computational design system should be improved for user friendly in the future.

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A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

디지털 공간에서 나타나는 사용자 경험의 확장을 위한 적용 요소에 관한 연구 (A Study on Applied Elements fo the Extension of User Experience in Digital Space)

  • 김세영
    • 한국실내디자인학회논문집
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    • 제23권1호
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    • pp.52-60
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    • 2014
  • The purpose of this study is to analyze about the extension of user experience in the digital space. Through the digital technology and virtual space, the city's new environment is being changed. it makes people activate their aesthetic experience. Simultaneously, it elevates satisfaction levels regarding people's aesthetic experience. Research methods and settings of the range to study on the Extension of User Experience are as follows: First, establish digital space's characteristics comparing digital space at the structural change-points in modern society. Second, experience's approch way through the digital media in the contemporary space. And understand the concept about a variety of User Experience. Third. to classify the elements of access control for the user experience. Experience is being expanded through the generation process. Fourth, investigate analysis of the case studies, focused on the architecture and space design_Media installations that appear in the city park, the city's landmark buildings facade, the building facade by offering commercially applied for brand marketing_ announced through the media recently. Also, it is to look at the physical elements through digital media and to analyze the applicability of the public space. Therefore, the new approach to digital implementation shall be determined by looking in the direction of the user approaches.

뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로- (The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media -)

  • 정봉금;김종덕
    • 디자인학연구
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    • 제17권2호
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    • pp.451-462
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    • 2004
  • 디지털시대가 도래하면서 그래픽디자인의 영역이 확대되어 필름, DVD, 인터랙티브TV, 모바일, DMB 등 영상디자인의 새로운 분야들에서 디자이너의 역할을 요구하기 시작했다. 이는 보다 진화된 뉴미디어 환경을 기반으로 한다는 점에서 디지털 영상디자인의 적용과 사례로 볼 수 있다. 뉴미디어 환경은 젊은 계층이 주 타깃이 되기에 영상언어의 표현기법이 달라지는 것도 필연적이라고 하겠다. 시각커뮤니케이션이 창조되고 분배되어 온 방법들이 이제는 더 이상 정지되어 있는 것을 원하지 않고, 다이내믹한 움직임으로, 다시 상호작용(Interaction)이라는 변화를 거쳐오면서 영상의 적용과 활용은 비할 수 없이 다각화되었다. 변화와 발전을 거듭하는 학문으로서 디자인의 정체성이 뉴미디어 환경에서 어떻게 진화하고 있는지를 조사ㆍ분석하여 향후 영상ㆍ디지털미디어 대학원교육의 방향을 가늠하기 위한 것이 본 연구의 주된 목표이다. 이를 위해 사례조사 및 시각디자인 교육시스템에 대한 선행연구를 토대로 하여 디자인고등교육에 있어 합리적인 교육시스템의 방식을 수용자 조사를 통해 검증하고자 하였다. 본 연구는 영상ㆍ디지털미디어 분야의 고급인재 양성방안을 찾는 것을 목적으로, 이를 위해 기존의 디자인 교육과 디지털 영상교육의 융합으로 현실 사회의 요구에 부응하는 진화된 교육시스템을 도출하고, 사회의 요구를 앞서가는 디자인 고등교육기관으로서의 위상을 제시하고자 한다.

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디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 - (The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program -)

  • 이윤경;김민자
    • 복식
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    • 제58권6호
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Digital Diplomacy via Social Networks: A Cross-National Analysis of Governmental Usage of Facebook and Twitter for Digital Engagement

  • Ittefaq, Muhammad
    • Journal of Contemporary Eastern Asia
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    • 제18권1호
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    • pp.49-69
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    • 2019
  • Over the last couple of years, digital diplomacy has become a fascinating area of research among Mass Communication, Peace and Conflict Studies, and International Affairs scholars. Social media and new technology open up new avenues for governments, individuals, and organizations to engage with foreign audiences. However, developing countries' governments are still lacking in the realization of the potential of social media. This study aims to analyze the usage of social media (Facebook & Twitter) by the two biggest countries in South Asia (Pakistan and India). I selected 10 government officials' social media accounts including prime ministers', national press offices', military public relations offices', public diplomacy divisions', and ministries of foreign offices' profiles. The study relies on quantitative content analysis and a comparative research approach. The total number of analyzed Twitter tweets (n=1,015) and Facebook posts (n=1,005) include 10 accounts, five from each country. In light of Kent and Taylor's (1998) dialogic communication framework, the results indicate that no digital engagement and dialogue occurs between government departments and the public through social networking sites. Government departments do not engage with local or foreign audiences through digital media. When comparing both countries, results reveal that India has more institutionalized and organized digital diplomacy. In terms of departmental use of social media, the digital diplomacy division and foreign office of India is more active than other government departments in that nation. Meanwhile, Pakistan's military public relations office and press office is more active than its other government departments. In conclusion, both countries realize the potential of social media in digital diplomacy, but still lack engagement with foreign audiences.