• Title/Summary/Keyword: Digital mass culture

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Mass Customization in the Apparel Industry using New Technologies

  • Kim, Jungeun;Lee, Khmhee
    • The International Journal of Costume Culture
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    • v.5 no.1
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    • pp.14-25
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    • 2002
  • The purpose of this study is to define mass customization in the apparel industry and to discover, the apparel industry's potential to deliver customized apparel products. Different from product-centered mass Production, mass customization is focusing on customers' unique needs. The goal of mass customization is for customers to find exactly what they want at a reasonable price. Using new technologies such as 3-D body scanning and digital printing, mass customization can give customers customfit and personalized garments. Mass customization can satisfy a customer in terms of personalization, fit and design. Adoption of mass customization will open new opportunities for the apparel manufacturer of the future. Mass customization is a strategy that apparel manufacturers should consider for their goals.

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Review on the Duplication of Modern Digital Art Works (현대 디지털 예술작품의 복제성에 대한 고찰)

  • Song, Dae-Sup;Ha, Im-Sung
    • Cartoon and Animation Studies
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    • s.17
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    • pp.205-218
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    • 2009
  • The duplication of art works has been made for wide distribution and profit from long time ago. With material duplication due to recent development of digital duplication media its concept was intervened in art works and the meaning gets expanded more. In this thesis, I will review on the concept of recently marked arts duplication connecting with modern mass culture, compare with duplication of machinery duplication era and research on the features to establish in new way. After all, the duplicational features of digital art works got deeply connected with the characteristics of generalized modern digital mass culture for duplication. In previous times old-fashioned machinery duplication such as pictures, woodblock prints and films played their roles as democratic and social value of art works and now it will be enough to say that the modern digital art works could be developed to be non-materialized factor of art works with the concept of duplication as well as duplication of objects just like previous cases. Besides duplicational factors derived spatial and emotional effects with visional sympathy in existing machinery duplication era and could have verified that the object for duplication was transferred from minor commercial producers to major audience.

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The Influence of Modernism on Independent Games - From an Analysis of - (모더니즘이 독립 게임에 미친 영향 - 인디게임<더 바인딩 오브 아이작> 분석 -)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.385-390
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    • 2017
  • With improvements in science and technology, independent game which through individuals or small groups development mode has become one of new art creation. In these constantly emerging works, there are contents include trend of modernism thought. In this article, independent game < The Binding of Isaac > is used as an example, by analyzing that game's script, art style and animation sequence, and comparing with westward modernism literature, modernism art and modernism movie's characteristics and manifestation, we try to find how modernism thought influences the independent game design, and conclude modernism game's characteristics. Through those deep influences, we prove that the progress of productivity can also stimulate mass culture to develop in a certain extent.

Optimization of Culture Medium for Lactosucrose ($^4G-{\beta}$-D-Galactosylsucrose) Production by Sterigmatomyces elviae Mutant Using Statistical Analysis

  • Lee, Jong-Ho;Lim, Jung-Soo;Song, Yoon-Seok;Kang, Seong-Woo;Prak, Chul-Hwan;Kim, Seung-Wook
    • Journal of Microbiology and Biotechnology
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    • v.17 no.12
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    • pp.1996-2004
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    • 2007
  • In this study, the optimization of culture medium using a Sterigmatomyces elviae mutant was investigated using statistical analysis to increase the cell mass and lactosucrose ($^4G-{\beta}$-D-galactosylsucrose) production. In basal medium, the cell mass and lactosucrose production were 4.12 g/l and 140.91 g/l, respectively. However, because of the low cell mass and lactosucrose production, optimization of culture medium was carried out to increase the cell mass and lactosucrose production. Culture media were optimized by the S. elviae mutant using analysis of variance (ANOVA) and response surface methodology (RSM). Central composite designs using RSM were utilized in this investigation. Quadratic models were obtained for cell mass and lactosucrose production. In the case of cell mass, optimal components of the medium were as follows: sucrose 1.13%, yeast extract 0.99%, bactopeptone 2.96%, and ammonium sulfate 0.40%. The predicted maximum value of cell mass was about 5.20 g/l and its experimental value was 5.08 g/l. In the case of lactosucrose production, optimal components of the medium were as follows: sucrose 0.96%, yeast extract 1.2%, bactopeptone 3.0%, and ammonium sulfate 0.48%. Then, the predicted maximum value of lactosucrose production was about 194.12 g/l and the corresponding experimental value was about 183.78 g/l. Therefore, by culturing using predicted conditions, the real cell mass and lactosucrose production increased to 23.3% and 30.42%, respectively.

The Transition of Reading/Writing Culture and Emerging Digital Contents-Focusing on Bakhtin's "The prose of everyday life" (읽기/쓰기 문화의 변천에 따른 디지털 콘텐츠의 부상(浮上) : 바흐친의 '일상생활의 산문'을 중심으로)

  • Gu, Mo-Ni-Ka
    • Journal of Digital Contents Society
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    • v.12 no.3
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    • pp.371-382
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    • 2011
  • Reading and writing in the past make noble significance in 'narration', in other words, in 'the creation of narration', through the process of 'recording'; but in the modern times, it engenders controversies over narration and linearity. In other words, reading/writing in digital era, is devalued as the simple arrangement of test or the connection of vast information without narration nor linearity. However, the reading/writing through text and hypertext reading is not the phenomenon which should be criticized because of the lack of narration or linearity-not only the lack of narration and linearity -, a process of social and cultural transition; it should be revalued as a result. The change of reading and writing methods will inevitably accompany the layers, status, significance and value of the contents; thus it makes more sense, when the reading and writing methods in digital contents are approached as new pop culture phenomenon. This is the "The prose of everyday life", based on pop culture and "The society of Conversation", based on communication; proposed 'Digitelling' ; this is the reason why we should pay attention to the digital contents, created infinitely by the citizens of the world, as new mass-culture phenomenon.

A Study on Cultural Consumption of Korean Adults of the early 21st Century (21세기 초 한국 성인들의 예술문화소비에 관한 연구)

  • Park, Eun-Hee;Choi, Hye-Kyong
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.433-443
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    • 2014
  • The purpose of this research is to study characteristics of Korean adults in the cultural consumption in the first decade of the early 21st century based on . The whole course of the cultural consumption of Korean adult from 2000 to 2010 has been steadily on the upswing. For Korean adults, the first decade of the early 21st century is the time when mass culture had been generalized in their cultural consumption, regardless of any generations. Besides, the twenties have been proved to be the core generation of the cultural consumption in Korean society.

A Study on Relationship between Interactive in Media Art and Ubiquitos Space (미디어 아트의 인터랙티브 개념과 유비쿼터스 공간과의 관계성 연구)

  • Jung, Jae-Won;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.141-145
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    • 2006
  • The development of information & communication technology in 21st century along with the mass media In 20th century, the influence of state-of-art culture in our society rapidly increased in these days. This state-of-art culture makes the world becomes single-channeled by network, and there is a big change not only in human life but also in concept and understand for art and space. The development of digital paradigm and media technology is exerting a strong influence on the Ubiquitous computing environment that is being drawn great interest. The ubiquitous is concerned as expansion of media art, and the interactive art which is part of media art has the similarity with the ubiquitous computing environment. In this study, the possibility of connection between the territory of ubiquitous environment which is recently focused and has strong interrelation feature, and the territory of interacting will be examined. Furthermore, possibility of new space design work through seeking the possibility of connection between two territories will be estimated.

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Lifelog Analysis and Future using Artificial Intelligence in Healthcare (헬스케어에서 인공지능을 활용한 라이프로그 분석과 미래)

  • Park, Minseo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Lifelog is a digital record of an individual collected from various digital sensors, and includes activity amount, sleep information, weight change, body mass, muscle mass, fat mass, etc. Recently, as wearable devices have become common, a lot of high-quality lifelog data is being produced. Lifelog data shows the state of an individual's body, and can be used not only for individual health care, but also for causes and treatment of diseases. However, at present, AI/ML-based correlation analysis and personalization are not reflected. It is only at the level of presenting simple records or fragmentary statistics. Therefore, in this paper, the correlation/relationship between lifelog data and disease, and AI/ML technology inside lifelog data are examined, and furthermore, a lifelog data analysis process based on AI/ML is proposed. The analysis process is demonstrated with the data collected in the actual Galaxy Watch. Finally, we propose a future convergence service roadmap including lifelog data, diet, health information, and disease information.

A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • v.13 no.2
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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A Study on the Digital Materiality in Office dA's Architectural Design Process (Office dA의 디자인 프로세스에 나타나는 디지털 물성에 관한 연구)

  • Yu, Yong-Hyun
    • Korean Institute of Interior Design Journal
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    • v.25 no.1
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    • pp.24-34
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    • 2016
  • The notion of materiality in architecture has existed throughout its history, and it has begun to discussed in earnest as an important architectural discourse since early twentieth century, when the Industrial Revolution and its consequent mass-production system has fundamentally changed the means and methods of architectural production. However, this traditional notion of materiality is not fully engaged with today's digital paradigm, and not able to inquire into the complex aspects of contemporary architectural process, because their theoretical and perceptional bases are still remaining in modern era. In this shifting context, this study is intended to develop a new concept of digital materiality which corresponding to contemporary digital and material culture. This paper speculates and argues digital materiality as an active ingredients of contemporary design process as well as a comprehensive logical system that negotiate with various geometric conditions. The purpose of this study is to analyze and investigates the distinctive characteristics of Office dA's architectural design process in the digital realm.