• Title/Summary/Keyword: Digital contents

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An Observation of the Visual Language and the Visual Technology according to the Media Technology (미디어테크놀로지의 발전에 따른 시각언어와 시각테크놀로지의 고찰)

  • 신청우
    • Archives of design research
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    • v.17 no.2
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    • pp.15-22
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    • 2004
  • Recent complex visual culture is the visual world widely magnified according to the images like image, graphics, photograph, movie, and television, etc. by the development of digital technology. Because it conveys meanings and contents inserting sound and letters, it may have multimedia character conveying and communicating information beyond general language and letters. The vision for various images at that time is inseparably connected with language. And imaginative order of image and vision are composed of special way in culture and history. Language is different in society, culture, and history. Accordingly, if visual experience is communicated with language partially, it is difficult to have university. So, role of linguistic order plays an important role in forming and defining the social and cultural differences among the visual systems. Historically various visual and optical devices with this visual language have influenced a lot. These visual technologies are concrete and physical practice determining a way to get together with the subject and the visible object in the visible world. The visual language is connected with dimension like these symbols of images and the dimension like visual technologies to series of historical physical and institutional practices. It determines social visual mode toward object world in one of visual system. Accordingly, this study is to understand visual language with social and historical character according to the changed concept and characters as development of media technology. And it is to explain it in view of visual language as a dimension of symbol and visual technology of institutional and physical practice. After all, it cannot explain the effect on the function and visual mode of visual technology as its technical element only. It also cannot separate with the practice with coherent discourse and the physical and institutional practice. The possibility, technical element of technology contains, does not realize as it is but the effect is always communicated in the social veins and realized with a restriction.

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Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Development of Android Smartphone App for Corner Point Feature Extraction using Remote Sensing Image (위성영상정보 기반 코너 포인트 객체 추출 안드로이드 스마트폰 앱 개발)

  • Kang, Sang-Goo;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.1
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    • pp.33-41
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    • 2011
  • In the information communication technology, it is world-widely apparent that trend movement from internet web to smartphone app by users demand and developers environment. So it needs kinds of appropriate technological responses from geo-spatial domain regarding this trend. However, most cases in the smartphone app are the map service and location recognition service, and uses of geo-spatial contents are somewhat on the limited level or on the prototype developing stage. In this study, app for extraction of corner point features using geo-spatial imagery and their linkage to database system are developed. Corner extraction is based on Harris algorithm, and all processing modules in database server, application server, and client interface composing app are designed and implemented based on open source. Extracted corner points are applied LOD(Level of Details) process to optimize on display panel. Additional useful function is provided that geo-spatial imagery can be superimposed with the digital map in the same area. It is expected that this app can be utilized to automatic establishment of POI (Point of Interests) or point-based land change detection purposes.

Intertidal DEM Generation Using Satellite Radar Interferometry (인공위성 레이더 간섭기술을 이용한 조간대 지형도 작성에 관한 연구)

  • Park, Jeong-Won;Choi, Jung-Hyun;Lee, Yoon-Kyung;Won, Joong-Sun
    • Korean Journal of Remote Sensing
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    • v.28 no.1
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    • pp.121-128
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    • 2012
  • High resolution intertidal DEM is a basic material for science research like sedimentation/erosion by ocean current, and is invaluable in a monitoring of environmental changes and practical management of coastal wetland. Since the intertidal zone changes rapidly by the inflow of fluvial debris and tide condition, remote sensing is an effective tool for observing large areas in short time. Although radar interferometry is one of the well-known techniques for generating high resolution DEM, conventional repeat-pass interferometry has difficulty on acquiring enough coherence over tidal flat due to the limited exposure time and the rapid changes in surface condition. In order to overcome these constraints, we tested the feasibility of radar interferometry using Cosmo-SkyMed tandem-like one-day data and ERS-ENVISAT cross tandem data with very short revisit period compared to the conventional repeat pass data. Small temporal baseline combined with long perpendicular baseline allowed high coherence over most of the exposed tidal flat surface in both observations. However the interferometric phases acquired from Cosmo-SkyMed data suffer from atmospheric delay and changes in soil moisture contents. The ERS-ENVISAT pair, on the other hand, provides nice phase which agree well with the real topography, because the atmospheric effect in 30-minute gap is almost same to both images so that they are cancelled out in the interferometric process. Thus, the cross interferometry with very small temporal baseline and large perpendicular baseline is one of the most reliable solutions for the intertidal DEM construction which requires very accurate mapping of the elevation.

A Study on the Development of Design for Travel Souvenir Connected with a Local Festival - Focusing on the Wood-Craft Industry of Inje-county in Gangwon-province - (지역축제와 연계한 관광문화상품 디자인 개발에 관한 연구 - 강원도 인제군 목공예산업을 중심으로 -)

  • Choi, Ki;Shin, Soo-Khil;Park, Jeong-Soon
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.303-314
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    • 2005
  • This study is intended to promote local woodcraft industry with revitalization of local festival in Inje-county. To do so, we propose the travel souvenir design with local identity and the plan for production and marketing based on the management of 'Design Hospital' and the building of production method through 'laser wood inlaying technique like puzzle style'. Research method is benchmarking analysis of successful cases of travel souvenir which is developed for cultural contents of local festival. The result of this study is the following. First, design outsourcing is done one of support in industry focused on old boy network, Through it, Special brain of design can be supplied without compensation. Also the difficulty of manpower problem is lessened and the ability of product development in short term can be guaranteed. On the basis of this, we are able to apply Mass Customization production by up to date digital production method. This enables us to maintain the production flexibility of cultural goods fit for the traits of local festival. This study is intended to present the best model guananteeing both profit of wood technological industry and the possibility of local cultural.

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Multi-perspective of Korean Folk Paintings (민화의 다시점을 활용한 애니메이션 표현기법 연구)

  • Kim, Do-Yeon
    • Cartoon and Animation Studies
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    • s.9
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    • pp.112-126
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    • 2005
  • This study investigates how 'multi-perspective' can be utilized in animation. For this goal, 1 used the traditional techniques of Korean folk paintings called 'Minhwa.' Most 'Minhwa' works, employ 'multi-perspectives', instead of linear perspective of the Western tradition that has been only taught to students under the formal education system. In Minhwa parts of reality are not only stylized but also fragmented and combined within the same frame. Other common techniques of 'Minhwa' include frontal view, bird's eye view, and inverse-perspective, which are of ien combined in one single work. The purpose of this study is to develop a working principle and practically apply it to , an animation piece based on the Korean folktale of the same title. In doing so, I have proposed a way to reconstruct and revitalize the traditional art form in the age of digital technology and have concluded that 'Multi-perspective' in 'Minhwa' can be utilized in other contents such as animation.'Multi-perspective' in 'Minhwa' is a rich source that has numerous cultural applications.

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A Study on the Visual Style of Animation Documentary Genre (애니메이션 다큐멘터리의 시각적 스타일에 관한 연구)

  • Jung, Hye-kyung;Kim, Hye-kyung
    • Cartoon and Animation Studies
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    • s.42
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    • pp.25-52
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    • 2016
  • Animation documentary is a hybrid genre that is newly highlighted with opposite properties. The actual world is reproduced with an unrealistic method in documentary aspect, but the objectivity of documentaries cannot be guaranteed as the boundary of actual pictures and digital images has become ambiguous. As the animation documentary by Ari Folman succeeded in 2008, the focus of this study is on 'how can fictional animations prove the authenticity of documentaries?' in which the study is mainly conducted in documentary aspect. For this, the researcher considers visual style research has important role in understanding and developing a new video genre, and asserts the necessity of research on reproduction image that is produced by the characteristics of animation which is produced in frame units. This paper has contents on the visual style of animation documentaries with pictorial reproduction methods in which animation images were classified into 3 styles based on previous research on animation documentary style. Visual styles are classified into actual image that is based on similarity with reality to deliver objective facts, image that is transformed through emphasis and omission which are factors of animations, and surrealistic image that reproduces non-visual regions such as illusions and the inner side of characters. Through this study that analyzes visual style types and characteristics, animation documentaries are expected to position as a hybrid genre that illustrates reality with a new method instead of being included in the existing reproduction method of documentaries.

The Effects of Financial Information to the Firm Valuation for Information Technology Related Companies : Evidences from Software, Degital Content, Internet Related Companies listed in KOSDAQ (회계정보가 정보기술 관련 산업의 기업가치 평가에 미치는 영향 : 소프트웨어, 디지털콘텐츠, 인터넷 관련 코스닥 상장기업을 중심으로)

  • Kim, Jeong-Yeon
    • The Journal of Society for e-Business Studies
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    • v.17 no.3
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    • pp.73-84
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    • 2012
  • With transition to Knowledge society and introduction of information industry, there are many companies which have higher stock price than the suggested value from its financial information. To explain similar cases in capital markets, many researchers focus on non-financial information such as Web Traffic data or intangible assets such as intellectual property rights rather than traditional financial analysis. Besides, the relationships between financial and non-financial information with firm value are changed according to industry lifecycle. As Industry grows, financial information of company is more important for firm valuation in Capital market. We'd like to review the changes of relationships between financial information and firm valuation in Capital market especially for "Software", "Digital Contents", and "Internet" companies listed in Kosdaq market during 2000~2011. The result of data analysis shows the financial information gets more important after 2007. Inversely, it provides analytical bases that related industry gets mature. Also we show that intangible properties are more relevant to stock price of those technical based companies than others.

Block Chain Application Technology to Improve Reliability of Real Estate Market (부동산 시장의 신뢰성 향상을 위한 블록체인 응용 기술)

  • Oh, Seoyoung;Lee, Changhoon
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.51-64
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    • 2017
  • After Bitcoin was proposed by Satoshi Nakamoto in 2009, studies have been carried out to apply the Block Chain technology in various environment, which was applied as a distributed transaction of Bitcoin. Smart contracts, voting and proof of ownership of digital contents are typical applications of Block Chain. They used the feature that it is impossible to modify or delete once recorded facts. They also applied to prove relevant facts and to provide data integrity. The applied cases are mainly made in an environment where the data should or could be open to the public, and they have been proposed as solutions to solve the problems occurred in relations. This fact has led to the attention that Block Chain can be applied as a good alternative in similar circumstances. In this study, real estate market service was selected to expand the application range of Block Chain. Although there are about 250 applications and web services in total, the satisfaction is not high due to false offerings. Thus we propose a countermeasure against the problem by applying the Block Chain to the real estate market service, and investigate the research direction of the Block Chain in the future market.

Human-likeness of an Agent's Movement-Data Loci based on Realistically Limited Perception Data (제한적 인지 데이터에 기초한 에이전트 움직임-데이터 궤적의 인간다움)

  • Han, Chang-Hee;Kim, Won-Il
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.4
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    • pp.1-10
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    • 2010
  • This present paper's goal is to show a virtual human agent's movement-data loci based on realistically limited perception data is human-like. To determine human-likeness of the movement-data loci, we consider interactions between two parameters: Realistically Limited Perception (RLP) data and Incremental Movement-Path data Generation (IMPG). That is to consider how the former (i.e., RLP), one of the simulated parameters of human thought or its elements dictates the latter (i.e., IMPG), one of the simulated parameters of human movement behavior. Mapping DB is a prerequisite for navigation in an agent system because it functions as an interface between perception and movement behavior. Although Hill et al. studied mapping DB methodology based on RLP, their research dealt only with a rendering camera's view point data. The agent system in this present paper was integrated with the Hill's mapping DB module and then the two parameters' interaction was considered on a military reconnaissance mission with unexpected enemy emergence. Movement loci that were generated by the agent and subjects were compared with each other. The agent system in this present research verifies that it can be a functional test bed for producing human-like movement-data loci although the human-likeness of agent is the result of a pilot test, determined by two parameters (RLP and IMPG) and only 30 subjects.