• Title/Summary/Keyword: Digital culture

Search Result 1,713, Processing Time 0.026 seconds

Open Sesame: Smart Digital Doorlock using Word Recognition basd on IoT Technologies (열려라 참깨: IoT 기반 단어인식 스마트 디지털 도어락)

  • Lee, Mi-Hee;Baek, Eun-Jung;Yu, Jin;Lee, Su-Yeon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.177-178
    • /
    • 2015
  • 본 연구에서는 사회적 문제인 맞벌이 부부가 증가함에 따라 아동범죄 및 생계형 범죄로부터 사용자의 안전의 보장과 기존의 디지털 도어락의 문제점을 보완하고자 IoT기술과 STT를 이용하여 사용자에게 안정성을 제공하여 주며, 동시에 편리성을 제공하고자 본 시스템으로 하여금 이와 같은 문제를 해결하여 줄 수 있게 한다.

  • PDF

The Impact of Platform Delivery Workers' Safety Awareness on Serious Accidents Impact Studies (플랫폼 배달종사자의 안전인식이 중대재해에 미치는 영향 연구)

  • Lee Jonghyun;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.19 no.4
    • /
    • pp.163-177
    • /
    • 2023
  • In this study, delivery workers were regarded as workers and industrial accident and serious accident prevention were studied. As a result of the study, first, it was confirmed that awareness of safety guidelines has an effect on disaster prevention and is related to reducing serious accidents. Second, among the forms of organizational culture, rational culture was shown to have a positive impact on serious accidents. Third, the moderating effect of organizational culture Rational culture, a sub-concept, was found to have a moderating effect on serious accidents. Fourth, according to the opinions of workers for disaster prevention of delivery workers, it was classified into policy part, environmental part, and worker's duty part, and the necessity of strengthening safety education and strong regulation was suggested in the policy part.

A study about the teaser advertising effect on a digital signage in a convenience store for viewing the original content : focusing on BGF Networks' Barter advertisement (편의점 내 디지털 사이니지 티저(Teaser) 광고가 오리지널 콘텐츠 시청에 미치는 영향 연구: BGF 네트웍스의 바터(Barter)광고를 중심으로)

  • Kim, Youn-Sung;Kim, Tae-Yang
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.3
    • /
    • pp.233-244
    • /
    • 2020
  • We are exposed to video content and numerous information from digital signage such as convenience stores, coffee shops, restaurants, and elevators on buses and subways 365 days. However, so far, studies have focused solely on the technical effectiveness of digital signage or the consumer experience aspect of digital signage, and little has been done on the impact of teaser advertising on the intent of viewing. Through this study, we hope that the digital signage of convenience stores will develop into a differentiated digital signage area that provides diverse video content experiences to consumers and viewers and allows them to communicate, suggesting a direction as a research that shows that digital content (video) is now recognized as a product in an environment where demand for non-face-to-face and digital content is gradually increasing in 2020 after the global COVID 19.

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

  • 김수진;한명숙
    • The Research Journal of the Costume Culture
    • /
    • v.10 no.3
    • /
    • 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

A Negative Understanding about Digital Contents in the Multimedia Circumstance (디지털 콘텐츠에 대한 비판적 접근 - 멀티미디어에 의해 형성되는 환경을 중심으로 -)

  • Kim, Kyung-Il
    • Journal of Digital Contents Society
    • /
    • v.7 no.3
    • /
    • pp.133-137
    • /
    • 2006
  • The advent of multimedia as the new media was caused popularization of personal computer and evolution of technology. The age of multimedia instigated the coming of new paradigm. The computer have been changed reality as a human culture to simulation culture. And it have been developed as a connector between real world and cyber space. As a result, a man who have used a computer has a possibility of danger of immersion or addiction. Therefore we must have the media competence.

  • PDF

Types and Construction Method of Multimedia Materials for the Korean Language Education: For the Construction of Digital Library on Nuri-Sejonghakdang (한국어 교육 멀티미디어 자료의 유형과 구축 방식 - 누리-세종학당의 '디지털 자료관' 구축을 위하여 -)

  • Lee, Hyun Ju;Cho, Tae-Rin
    • Journal of Korean language education
    • /
    • v.23 no.1
    • /
    • pp.25-45
    • /
    • 2012
  • The purpose of this article is to examine types and construction method of multimedia materials for the Korean language education, finally in order to construct digital library on Nuri-Sejonghakdang. Firstly, this article reviews some major concepts such as teaching material, multimedia, learning object, meta-data, reusability, etc. Secondly, various multimedia materials are divided into three types(namely, example material, explanation material, training and evaluating material) according to their characteristics as a learning objects. And then, this article tries to propose the classification-search system and meta-data elements for effective search and use of multimedia materials. Finally, this article is concluded by presenting the long-term plan of digital library construction on Nuri-Sejonghakdang and some follow-up task of this study.

Inter-ministerial Policy Coordination for Digital Content Technology Development: Korean and Japanese Cases

  • Rhee, Wonkyung
    • STI Policy Review
    • /
    • v.5 no.2
    • /
    • pp.96-121
    • /
    • 2014
  • This study identifies and evaluates inter-ministerial coordination for developing digital content technology in Korea and Japan. It is conducted through a comparative analysis between Korean and Japanese governmental organizations and their decision making process. Media content had been regulated or promoted by ministries involving culture in both countries. The digitalization of traditional media, however, blurred boundaries between the cultural, technological, and industrial spheres, so ministries involving science and technology, economy and trade, or foreign affairs started to promote digital content technology in the late 1990s. This has been the cause of conflicts among ministries and sometimes led to policy duplication, which in turn weakens policy effectiveness. The competition and coordination of ministries and agencies can be seen through establishing or amending related laws, organizations, and programs. Structural holes are founded in the networks drawn among governmental agencies in charge of digital content, particularly in the field of intellectual property in Korea and online distribution technology in Japan.

Maximum Limit on the Number of Science Papers Man Can Write

  • Kim, Sung-Man
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.116-119
    • /
    • 2019
  • "Science" journal is one of the world's top academic journals. Many researchers are trying to publish their work in Science, and only a few selected novel papers are accepted. However, we think that this kind of process cannot continue forever. In this paper, we show that there is a limit to the number of Science papers that can be written. Therefore, the day will come when Science cannot publish new papers anymore. Using a similar method, we estimate the maximum limit on the number of pop songs that can be composed. By extending our discussion to all kinds of digital contents, we derive a mathematical expression for the maximum number of digital contents of a certain type that can be created. These results imply that someday man will not be able to produce new papers or new digital contents anymore. This conclusion raises deep philosophical questions.

A Study on the Application of Motion Graphics Animation in Opening Titles of Noir Dramas

  • LinLin Huang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.3
    • /
    • pp.278-283
    • /
    • 2024
  • As the introductory content of televison series, the opening titles are crucial for helping the audience quickly grasp the tone of the narrative. With the continuous integration of the televison production industry and digital computer technology, motion graphics, featuring its unique dynamic graphic design, offers new avenues for title sequence creation. This paper dives into the application of motion graphics in the title sequences of noir genre television series, analyzing aspects such as visual style, content presentation, and narrative expression. By comparing early static text title sequences with motion graphics ones, this paper reveals the advantages of motion graphics in designing opening titles for noir genre television series and examines how it enhances visual impact and improves audience experience. This study not only enriches the creative techniques for title sequence design, but also provides valuable insights for future creations.

Animation Education as VCAE in the Digital Age (시각문화교육과 디지털 미디어 시대의 애니메이션 교육의 방향)

  • Park, Yoo Shin
    • Cartoon and Animation Studies
    • /
    • s.35
    • /
    • pp.29-65
    • /
    • 2014
  • Visual culture art education (VCAE) seems to be the new paradigm for art education after postmodernism. Getting beyond the traditional art education, VCAE has expanded its scope of interest to include the visual environment that surrounds our life, thus pushing the boundary of art education beyond the traditional fine arts to cover pop culture and visual art. VCAE shares the issues as well as a lot of elements of culture and art education and in fact serves as a major theoretic background for culture and art education, in that it pays attention to the sociocultural context of images and emphasizes visual literacy and constructionist learning. In this paper, I have reviewed the theoretical background and related issues of VCAE with a view to presenting a direction for animation education, which is gaining in importance coming into the Age of Digital Media. VCAE was born in the progressive cultural atmosphere from the 1970s and thereafter, and its gist consists in figuring out visual artifacts and their action in order to improve individual and social life. Yet, VCAE continues with its development according to the changing aspects of visual culture, and currently, it is expanding its scope of interest to cover the esthetic, experiential education in visual culture and construction of meaning through digital story-telling. In the visual environment of the Digital Age, animation is establishing itself as the center of the visual culture, being a form that goes beyond an art genre or technology to realize images throughout the visual culture. Also, VCAE, which has so far emphasized visual communication and critical reading of culture, would need to reflect the new aspects of the visual culture in digital animation across the entire gamut from experiencing to understanding and appreciating art education. In this paper, I emphasize on Cross-Curricula, social reconstruction, the expansion of animation education, interests in animation as a digital media, and animation literacy. A study of animation education from the perspective of VCAE will not only provide a theoretical basis for establishing animation education, but also enrich the content of VCAE, traditionally focused on critical text reading, and promote its contemporary and futuristic orientation.