• 제목/요약/키워드: Media Arts

검색결과 733건 처리시간 0.032초

1인 라이브 스트리밍 시스템 설계 (Design of a Single Person Live Streaming System)

  • 김민주;고진우;유정;박현아;이상운
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송∙미디어공학회 2022년도 추계학술대회
    • /
    • pp.247-249
    • /
    • 2022
  • 유튜브에 대한 관심이 급증하면서 1인 방송시스템에 대한 수요가 증가하고 있다. 장비를 구축하는데 생기는 문제 중 가장 중요한 요소는 경제적인 부분이다. 따라서 본 논문에서는 스튜디오의 상용화와 경제성, 전문성의 상향평준화에 초점을 맞춘 스튜디오 구성을 제안해 누구나 손쉽게 1인 방송을 할 수 있도록 한다. 또한, 본 논문에서 제안한 새로운 1인 방송 시스템을 통해 '크로마키' 기능을 추가로 구현해봄으로서, 매번 같은 장소에서 촬영하는 1인 미디오 스튜디오의 특성을 보완해 1인 방송 제작자들이 더욱 다양한 컨텐츠를 만들어낼 수 있도록 한다.

  • PDF

스마트폰을 활용한 E-스포츠 중계 방송 시스템 (An E-sports Relay Broadcasting System Using a Smartphone)

  • 오현지;박가빈;서지우;양시원;이상운
    • 한국방송∙미디어공학회:학술대회논문집
    • /
    • 한국방송∙미디어공학회 2022년도 추계학술대회
    • /
    • pp.254-257
    • /
    • 2022
  • 현재는 온라인을 통해 개인이 직접 방송을 제작하는 형태의 1인 방송이 가능한 시대이다. 스마트폰을 이용하였을 경우 방송할 만한 충분한 환경이 마련되지 않아도 비교적 간단하게 중계 시스템을 구성할 수 있다. 본 논문에서는 최근 하나의 문화이자 대중 스포츠로 자리 잡은 E-스포츠의 게임 유저들이 스마트폰을 활용해 게임에 쉽게 참여할 수 있는 중계 시스템 구현을 제안한다.

  • PDF

Media Technologies In The Educational Space: The Formation Of Intellectual Independence

  • Parshukova, Lesia;Loboda, Olga;Maha, Petro;Solomenko, Lina;Svanidze, Lia;Levytskyi, Volodymyr
    • International Journal of Computer Science & Network Security
    • /
    • 제21권12호
    • /
    • pp.323-327
    • /
    • 2021
  • The article examines the process of professional training in educational institutions, media technologies and methods of media communication in the educational space of the institution, characterizes the place of media technologies in the educational space in the context of the term "educational space" itself, systematizes the methods of media communications in education. The peculiarities of media education as a set of means and methods of teaching young people adequate media perception are pointed out.

소셜 네트워크 서비스와 공연예술: 활용가치와 가능성 (Social Network Services and Performing Arts: Value and potential of its application)

  • 최현주;안병주
    • 지식경영연구
    • /
    • 제12권5호
    • /
    • pp.59-69
    • /
    • 2011
  • The popularity of the social media has enabled growth of the social network, which has a big impact on culture and arts sector. The impact is based on the fact that news and evaluation of performances are communicated actively through the use of on-line community, and that the advent of social commerce makes more people see better performance at a lower price. Besides, collaboration programs called Social Sourcing are springing up in the arts sector, and there is Crowd Funding for culture & arts which is a desirable form of social funding. In this way social media and social network service (SNS) have huge social influence not only on the performing arts sector but also on the whole culture and arts sector, and are expected to have growing dominance. With SNS - which opened new marketing, publicity and donation system not only for the whole society but also for the culture and arts sector - in mind, this paper handles the topics on understanding of close relationship between SNS and performing arts, and on its current usage, value and endless possibilities. By presenting the practical value and the possibilities, this paper will help in making smooth the communication between stakeholders and audience of performing arts, in making effective the means of performance delivery, and in making enlarged the mutual understanding between performers and audience. This paper will also be the basis of an alternative means, which presents the performing arts sector with possibilities to get out of the chronic deficit.

  • PDF

OpenCV를 이용한 미디어 아트 제작 (Production of Media Art using OpenCV)

  • 이면재
    • 한국융합학회논문지
    • /
    • 제7권4호
    • /
    • pp.173-180
    • /
    • 2016
  • OpenCV는 디지털 영상처리와 컴퓨터 비전에서 사용되는 프로그래밍 언어이다. 본 연구에서는 OpenCV 프로그래밍 언어를 이용하여 제작된 미디어 아트를 살펴보고 활용 가능성에 대하여 알아본다. 이를 위해 본 연구에서는 첫째, 미디어 아트에서 자주 사용되는 OpenCV 함수와 활용 예를 살펴본다. 둘째, OpenCV를 이용한 미디어 아트를 함수와 작품 제작을 위해 사용된 프로그래밍 언어와 환경을 중심으로 기술한다. 셋째, 기술된 OpenCV를 이용한 미디어 아트 작품들의 특징을 사용된 함수들과 프로그래밍 언어를 중심으로 분석한다. 이 연구는 OpenCV 또는 프로그래밍 언어를 이용하여 미디어 아트를 제작하려는 아티스트들에게 가이드라인을 제공할 수 있다.

Electronic Media and New Configurations of the Content of Modern Educational Practices

  • Skurativskyi, Vadym;Shyrman, Roman;Sharolapova, Nina;Nehreskul, Ihor;Molokanova, Olha
    • International Journal of Computer Science & Network Security
    • /
    • 제22권4호
    • /
    • pp.401-407
    • /
    • 2022
  • Electronic media are an integral part of modern civilization; educational practices are no exception, which should change the content orientations, structures and methodological approaches in accordance with the requirements of the educational market. This makes it relevant to find effective and successful configurations in the process of implementing modern educational practices. The purpose of the research lies in determining the basic principles of electronic media and their place in modern education, identifying the effectiveness of teaching disciplines with application of electronic media, as well as establishing the level of assessment by students of the need to involve different types of electronic media in the educational process and professional practice. The research methodology is complex; the descriptive method and methods of observation, analysis and synthesis have been used in the academic paper. The method of pedagogical experiment has become the principal one; the method of questionnaires and statistical methods have been also used. The hypothesis of the academic paper lies in the fact that the involvement of electronic media in the educational process makes it more effective and requires conceptual changes in educational practices. The result of the research manifests in the identification of new opportunities for the use of electronic media, leading to conceptual shifts in the framework of modern educational policies. In the future, it will be appropriate to consider the theoretical aspects of changing worldview models in education and the use of new media in the educational process, their effectiveness and relevance.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
    • /
    • 제22권5호
    • /
    • pp.375-380
    • /
    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

Prepress 중심으로 한 Lean Printing System에 관한 연구 (The Study of the Lean Printing System on the Prepress)

  • 이상현;하영백;오성상;최재혁;유건룡;이재수
    • 한국인쇄학회지
    • /
    • 제29권3호
    • /
    • pp.77-96
    • /
    • 2011
  • Most of all manufacturing industries are pursuing the manufacturing process innovation through the production process automation but the printing industry still does not get out of the analog ways of the entire process compared the entire manufacturing industry. Today, many printing enterprises have the difficulties by the short for delivery, multi-item small amount printing, high quality, rise in raw material cost, drop in receiving order cost, and etc. The printing industry can get over these difficulties and issues by implementing the compact workflow line, merge with the others, automatization and networking, minimization of the repetitive operation, efficiency of the working process, optimization of the operators' value creation, minimization of cost and materials and fast make-ready. The object of this thesis establishes the experimental data and study cases applicable in the printing industry by having high labor productivity and work in line with printing industry processes through "lean printing system".

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • 한국컴퓨터정보학회논문지
    • /
    • 제25권12호
    • /
    • pp.271-278
    • /
    • 2020
  • 본 연구는 코로나 팬데믹 시대의 '비대면 홍보·미디어 전략과 방안'을 세계무예마스터십을 중심으로 살펴보고, 이를 다른 스포츠 이벤트에 적용할 수 있는 이론적 기초로 제시하고자 했다. 이를 위해 기존에 열린 1·2회 무예마스터십의 홍보·미디어 전략을 유형별로 나누어 내용분석하고 향후 3회 대회를 준비하는 세계무예마스터십위원회(WMC)의 국내외 홍보·미디어 기획 담당자들을 대상으로 심층인터뷰를 진행했다. 연구결과 대회 홍보·미디어의 직접적 차원인 '온라인(Online) 무예대회 개최와 언택트(Untact) 컨벤션 플랫폼, 거점 무예 교육시설 건립'은 예산만 뒷받침 된다면 성공적인 수행이 가능하며, 간접적 차원인 '무예 브랜드화, 대중화, 산업화'는 아이디어와 실행인력만 충분하면 코로나 팬데믹 시대를 극복할 새로운 방안이 될 수 있을 것으로 나타났다. IT강국의 저력과 충북 무예 인프라가 결합된다면 메가 스포츠 이벤트를 준비하는 지역 자치단체들은 '비대면-K스포츠'란 새로운 모델을 개척할 수 있을 것으로 판단된다.

The Features of Ukrainian Media Art in a Global Context

  • Hridyayeva, Tamara O.;Kohut, Volodymyr O.;Tokar, Maryna I.;Stanychnov, Oleg O.;Helytovych, Andrii A.
    • International Journal of Computer Science & Network Security
    • /
    • 제21권4호
    • /
    • pp.229-240
    • /
    • 2021
  • The article seeks to explore Ukrainian media art and its features in a global context. In particular, it performs an in-depth analysis of the stages of its development from video art of the 1990s, media installations of the 2000s, and to various digital and VR technologies today. Due to historical circumstances, the development of media art was quite rapid, as young artists sought to gain new experience in media art. Most often, their experience was broadened through international cooperation and studying abroad. The paper analyzes the presentation of Ukrainian media art outside the country during 1993-2020 and distinguishes the main thematic areas of the artists' work. It examines how artists present and reveal the peculiarities of the Ukrainian worldview, aesthetics, and culture through the problematization of certain aspects and themes in their work. Specifically, among the principal topics which are problematized in the work of media artists are a sensory experience, limited sensory capabilities, gender issues, the Chernobyl tragedy, the development of utopian models of the city, and global communication. The leading themes of Ukrainian artists also include revolution and war. Notably, political and social sentiments determine the unique energy and vitality of contemporary Ukrainian art, create a revolutionary creative environment, and unite media artists in group art projects. It is concluded that by showing, exhibiting, and presenting them outside the country, artists shape the image of Ukrainian art in a global context.