• Title/Summary/Keyword: Media Movement

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A Study on the Development of an Independent Movement Collection Classification System: Focus on the Gonghun Digital Archive (독립 운동 컬렉션 분류 체계 개발에 관한 연구 - 공훈전자사료관을 중심으로 -)

  • Oh, Jung Hee;Chung, Yeon Kyoung
    • Journal of Korean Society of Archives and Records Management
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    • v.18 no.4
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    • pp.99-124
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    • 2018
  • This study suggests the development of a classification system for the Independent Movement Records of the Ministry of Patriots and Veterans Affairs based on the collection of Gonghun Digital Archive based on sources, subjects, and media types. First, the classification system by source is organized by hierarchy, and the records classified by source are classified into the second category based on the related keyword. Then, the records are classified into 17 media types. Finally, it is described in the citation order of "source-subject-media type." In addition, a meaningful collection using inductive methods based on the subject words is derived. Finally, Gonghun Digital Archive collections are categorized by media types, sources, and subjects so that users can easily find the records. The result of this study is a classification system to support records retrieval of an independent movement collection, and it will become a basis for expanding the accessibility of the user and the service of independent movement records.

Sport Functional Movement for Physically Interactive Spinning Game Implementation (체감형 스피닝 게임 구현을 위한 스포츠 기능적 움직임)

  • Gil, Young-Ik;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.139-152
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    • 2020
  • Physically interactive sports games are expanding to be training forms to replace real sports. Previous Physically interactive sports games are mostly technical studies for reality and immersion, and there is a few research related to sports movements for exercise. In this paper, we implement the physically interactive spinning game by applying the functional movement of spinning so that it can't only replace the real spinning but also an individual can play. Sports functional movement is expected to be an appropriate way to create physically interactive sports games.

Democratization, Marketization and Media Union Movements in South Korea (한국의 민주화, 시장화와 언론노조운동)

  • Shin, Kwang-Yeong
    • Korean journal of communication and information
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    • v.57
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    • pp.69-83
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    • 2012
  • This paper attempts to explore the development of the media labor movement and its tasks. Due to the unique characteristics of information delivered by media, the media labor movement under the authoritarian regime was oppressed and regulated by the government. As democratization has proceeded, the state's oppression and regulation of media has been weakened. However, media workers should wage the struggle for union recognition and independence of editorship simultaneously. Because media unions as labor market organizations also seek for job security and wage increase, we need to understand both political dimension and economic dimension of union activities in media industry. While state's control over media has been diminished in the late 1900s, competition in media industry has been intensified. As small number of media corporations monopolizes the media market, the ecology of media has been completely transformed. Unions in media industry should respond to the change of the media ecology and should build solidarity among media workers at the same time. The achievement of the public nature of media as a part of democratization and building union federation of media industry as a response to the marketization of media still remain as an epochal task for media unions. Like the case of "Hope Bus" in the strike in Hanjin Heavy Industrial Corporation, solidarity between citizens and striking workers should be strengthened.

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Analysis of the Adaptability and Methods of Public space in media - Focused on new-media and HCI theory - (공공공간에서 나타나는 미디어 특성에 관한 연구 - 뉴 미디어와 HCI 이론을 중심으로 -)

  • Koh, Gwi-Han;Kang, Seon-Gyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.203-210
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    • 2013
  • With digital technology, space design is developing in a new direction with the changing paradigm. The space creates an interactive environment by motivating the User's active participation through the digital madia. In this social stream, it is very important to think about how this new paradigm affects the spatial design and the interactions between social changes and spatial design paradigm, so that we can understand design paradigm of our time. Hence, in this research, we will think about social characteristic and design paradigm of digital age by questioning how spatial design is changing in the digital age and how digital technology is affecting spatial design. this study analyzed about the space form, digital media setting, user interactivity of the examples of experience space using digital media. fields of our society, interactive space with the concept of HCI became a big issue in environmental design field. In this interactive space, various types of informative factors of the given space are sent using sensor and computer networking technology to the main system, and the main computer system sends manipulated output media to interactive devices. So, a user's movement in the space is more than just a movement itself user's movement now forms a important spatial structure that leads the narrative of the space. Researcher will analyze the characteristic of a public space and progress this research supposing that space needs this interactive design.

Dance Movement Guide System using MediaPipe (MediaPipe를 활용한 춤동작 가이드 시스템)

  • Hyeonseo Kim;Jaeyeung Jeong;Mikyeong Moon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.355-356
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    • 2023
  • K-POP의 가파른 성장세에 따라 댄스 콘텐츠 산업이 확산되는 추세이다. 최근 SNS의 보급이 증가하면서 자신의 댄스 영상을 촬영하고 공유하기도 한다. 그러나 초보자들은 자신의 동작이 어떻게 보이는지 평가하는 데 어려움을 겪어 춤동작을 습득하기 쉽지 않다. 본 논문에서는 MediaPipe를 활용하여 안무 영상과 사용자의 춤영상을 비교하고 올바르게 동작을 따라 하고 있는지 검출해 주는 시스템에 대해 기술한다. 본 시스템을 통해 사용자의 춤동작에 대한 피드백을 받을 수 있으며 초보자들도 정확한 춤동작을 연습할 수 있을 것으로 기대한다.

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Movement Characteristic Analysis for Unconstrained Sleep Efficiency Analysis Based on the Smartphone (무구속 수면효율 분석을 위한 스마트폰 기반 움직임패턴 특성분석)

  • Kim, Do Yoon;Shin, Hangsik
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.7
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    • pp.940-944
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    • 2014
  • In this research, we designed representative motion patterns that possibly occurred in sleep situation and evaluated the feasibility of the smartphone based movement recording technique. For this, we designed 7 motions such as posture change, head movement, arm movement (vertical, horizontal), leg movement and hand movement (flipping, folding). Movement was recorded by using the smartphone and the actimetry device simultaneously for comparing the feasibility of smartphone based recording. As a result of experiment, we found that the smartphone based movement recording well reflects the body movement, however, it shows the limitation in recording the small local movement such as hand motion compared with the reference actimetry device, Actiwatch.

Audience's Boycott Movement to the Korean Press in the Early 1920s (1920년대 초반의 신문불매운동 연구)

  • Chae, Baek
    • Korean journal of communication and information
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    • v.22
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    • pp.249-272
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    • 2003
  • This study discusses on the historical origin of audience's boycott movement to the Korean press. Two historical cases of audience's boycott movement in the early 1920s were analyzed in this study. The first boycott was resolved by the counterforce to the public funeral of Yunsik Kim in February of 1922. This case can be estimated as the historical origin of audience's boycott movement in the Korean media history. The second case was carried out by the National Convention of the Youth Parties in March of 1923. The target of these two cases were The Dong-A Ilbo. And these boycott movement were caused by the conflict and competition between nationalists and socialists in the national independence movement. These two parties were incompatible in the ideology and method of national independence struggle. In the course of their conflict and competition for the initiative socialist party resolved and carried out the boycott movement to The Dong-A Ilbo, because it was regarded as the advocate of the nationalist party.

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Occurrence and Development of Korean Farmers' Movement (1993-2008) and Its Implications to China - Focusing on Market Globalization and Government Trust Crisis - (1993-2008期间 韩国农民运动与其对中国的启示 -以市场开放化和政府信赖危机为中心-)

  • Park, Kyong-Cheol
    • Journal of Agricultural Extension & Community Development
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    • v.26 no.1
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    • pp.47-55
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    • 2019
  • The aim of this article is to critically explore the history, methods, characteristics and cause mechanism of Korean farmers' movement who resisted to market globalization from the perspective of social movement theory. I believe that the most influential elements of Korean farmers' movement are three structural elements; namely resentment, political opportunity structure, and media and discourse. Therefore, focusing on the three elements, I analyze the emergence and expansion of the Korean farmers' movement against market globalization from 1993 to 2008. And I analyze the roles of these three structural elements which played in farmers' social movement in South Korea. Particularly, this article analyses in perspective of market globalization and government trust crisis about the basic reason why Korean farmers' movement was so fierce in process of agricultural market globalization.

Visualization System for Dance Movement Feedback using MediaPipe (MediaPipe를 활용한 춤동작 피드백 시각화 시스템)

  • Hyeon-Seo Kim;Jae-Yeung Jeong;Bong-Jun Choi;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.1
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    • pp.217-224
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    • 2024
  • With the rapid growth of K-POP, the dance content industry is spreading. With the recent increase in the spread of SNS, they also shoot and share their dance videos. However, it is not easy for dance beginners who are new to dancing to learn dance moves because it is difficult to receive objective feedback when dancing alone while watching videos. This paper describes a system that uses MediaPipe to compare choreography videos and dance videos of users and detect whether they are following the movement correctly. This study proposes a method of giving feedback based on Color Map to users by calculating the similarity of dance movements between user images taken with webcam or camera and choreography images using cosine similarity and COCO OKS. Through this system, objective feedback on users' dance movements can be visually received, and beginners are expected to be able to learn accurate dance movements.

Virtual Domino: Interactive Physics Simulation and Experience

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.954-959
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    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

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