• Title/Summary/Keyword: Digital culture

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A Study on the Future Direction of the Digital Signage Industry in Korea: A Big Data Network Analysis from 2008 to 2019

  • Yoo, Seung-Chul;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.120-127
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    • 2020
  • The use of digital signage in the public and commercial communication areas has been increasing in recent years. By integrating cutting-edge information technologies such as 5G, artificial intelligence, and the Internet of Things, digital signage continues to break apart from traditional outdoor advertising media. This study identified the problems facing the domestic digital signage industry by exploring and analyzing major issues related to digital signage and derived future development measures. Specifically, online documents were collected based on the digital signage-related keywords created over the past 12 years to conduct big data network analysis, and key topics were derived through visualization of the results. This study has great policy implications in that it excluded biased interpretations based on the viewpoints of companies or the government and, more objectively, suggested the direction of the digital signage industry's development in the domestic media market.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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The Study on the Development Trend of the Times toward Digital Clothing (디지털 의류[Digital Clothing]의 시대적 개발 경향 연구)

  • Kwak, Tai-Gi
    • Journal of the Korean Society of Costume
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    • v.59 no.4
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    • pp.111-125
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    • 2009
  • The period from the early years of the 21st Century, when the birth of Digital Clothing received as a kind of digital cultures in the modern information society, to the present time, the period is studied on as a social transition in the revolutionary digital technology in parallel with the fashion changes which have an effect on our thoughts and our life style. After the 2000's, when digital was perceived as a culture, information technology came into being owing to the technological development in the network and informative and communicative technology. This study tried to grasp the tendency of the times to Digital Clothing, which occurred in the new situation of Digital Technology, and then on the base of it, tried to classify the expressive characteristics in the Digital Clothing as the Cyberspace, Global Network, high functionality Smart Textiles and digital technology. The social reformation by the revolutionary digital technology is coming forth in the New Fashion of the digital Clothing, with the development of technology and network in the Cyberspace and real space. the Digital Clothing which led to the revolutionary change in New Fashion occurred, and by the same time, gradually the phenomena of Digital Consuming Culture is expansive.

A Study on Agile Transformation in the New Digital Age

  • Lee, Jee Young
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.82-88
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    • 2020
  • In the face of recent digital and digital transformation, companies and industries are trying to be agile to adapt and respond to change. Agile paradigm is spreading beyond the boundaries of existing applications such as IT-related projects and software development. In this regard, this study, we analyzed the diffusion of agile paradigm by text mining abstracts of research papers from 2001 to 2019. In addition, we discussed agile transformation in the Fourth Industrial Revolution. Through this study, we confirmed that we are studying agile transformation in various fields such as business environment, corporate organizational culture, manufacturing industry, and supply chain. The results of this study will contribute to understanding the meaning and role of agile as a basic paradigm for digital transformation in the Fourth Industrial Revolution.

Digital Outdoor Advertising Tecoration for the Metaverse Smart City

  • Yoo, Seung-Chul;Piscarac, Diana;Kang, Seungmi
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.196-203
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    • 2022
  • Developing smart cities increasingly relies on metaverse technology. This has become much more apparent in the post-COVID-19 pandemic urban environment. The demand for fast processing of huge amounts of data and the convergence of various media types is essential for keeping city residents well-informed and safe. This paper builds on recent research on metaverse, smart cities, and digital outdoor advertising media. It proposes that "space culture media", which collectively functions by using physical or virtual spatial information, will play a key role in the smart city, functioning as an augmented city. Specifically, this paper deals with significant issues related to the smart city changes created by tecoration, a metaverse urban media space facilitated and enhanced through digital outdoor advertising.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

Design and Implementation of VR-ADHD Digital Therapy Using VR Games

  • Dae-Won Park;Han-Byul Kang;Sang-Hyun Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.332-336
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    • 2023
  • In this paper, we design and implement an ADHD diagnostic rating scale algorithm and virtual reality- based digital treatment by combining virtual reality technology that enables multiple access based on specialized medical data. The VR ADHD digital treatment to be implemented is intended to be applied directly to diagnosis and treatment of child/adolescent ADHD by applying various psychiatric treatment technologies. In order to evaluate the usability of the digital therapeutic agent developed in this paper, an expert group consisting of 2 males and 12 females "targeted counseling psychology majors at the Asian Dementia Center once a day for 3 weeks, ADHD VR-based digital therapeutics for children Experienced and usability evaluation conducted. As a final result of this thesis, it was possible to develop attentional concentration ability, working memory improvement ability, and impulsive control ability in four games of digital therapy, and it was possible to confirm significant results that can be expected to have ADHD therapeutic effects.

Digital immersive experiences with the future of shelf painting -From "Kandinsky, the Abstract Odyssey."

  • Feng Tianshi
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.123-127
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    • 2024
  • In the early 20th century, Walter Benjamin analyzed the changes in the value of traditional art forms under the industrial era and the changes in the aesthetic attitude of the masses. A century later, in the contemporary multi-art world, the traditional medium of shelf painting is once again experiencing a similar situation as the last century. Emerging technology display modes such as digital virtual reality and digital immersive experience can achieve digital reproduction of paintings on shelves and reach a certain level of performance, which once again shocks the public's aesthetic perception. This paper attempts to illustrate the outstanding characteristics of the new art form after digital reconstruction by exploring the transformation and sublimation of digital technology to shelf painting. We predict that art research on future reality and augmented reality according to the artificial intelligence era will be conducted in depth in the future.