• Title/Summary/Keyword: Media creative

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A Study on the Creative Interface Factors of Library Space on Ito Toyo - Focus on the Tama Art University New Libraries - (이토토요의 도서관 공간에 나타나는 창조적 인터페이스요소에 관한 연구 - 타마미술대학신도서관을 사례로 -)

  • Hwang, Mee-Young
    • Korean Institute of Interior Design Journal
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    • v.19 no.3
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    • pp.205-213
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    • 2010
  • The importance of communication which is oriented to interaction, fusion and connection is more increased in the post-information society. The information environment is already realized as interface to reach immediately and freely to the databased information and knowledge. The contemporary libraries execute very important roles as an intellectual infra of modern times to deliver the great human achievement and create new culture. In the mean time, the rapid information-oriented society and the development of digital technology bring out big change in the traditional dispatch and receipt method of information. For this reason, libraries as the community space of visitors integrates physical space - electronic space and reconstructs new temporary culture and value to build the new interface that connects human to human, human to space and human to information. On the premise of these awareness, this study analysis the creative interface factor of Tama Art University New Libraries in Ito Toyo in order to research the function and the application method of modern libraries. And the results are follows. 1)We can make sure the significance of communication and the integration consciousness between digital technology and analogue sensitivity that is the characteristic of the post-information society. 2)We can classify for the creative interface factors by the character as space factor(Arcade, Gallery, Lounge, AV Booth, Cafe), facility/equipment factor(Laboratory, Media, Bar, Info Shelf, Media Seat) and furniture factor(Carrel, Desk, Mag Table, XI Shelf). 3)We can see that these interface factors change the stream of library users and that the library is constructed for library users to create and discovery something easily from books and modern technologies. And we can realize also that these factors are creative installation to lead out naturally the latent liberty sense of users.

A Study on the Process Change of Spatial Design in a New-Media Environment (뉴미디어 환경에서 공간디자인 프로세스 변화에 관한 연구)

  • Kang, In-Kyung;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.18 no.6
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    • pp.142-149
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    • 2009
  • User and media are in close coalition with each other in the 21st century's era of New-Media. The new users exposed to the New-Media environment have a complete understanding of the digital media environment, and are also taking on the role of an active identity in the formation of culture in new media. In the field of spatial design, creative spatial interfaces designed through various methods derived from the New-Media environment and technology that weren't even imaginable in the past ultimately came to exist in a mutual relationship with the user, the people. This study is in the same context as studies looking into the establishment of design in media art and digital media space in the New-Media environment. Media art is an outcome arising from the demand towards new art combined with the attempts towards accepting various media as a means for artistic expression. Media art seizes to being a mere part of art, but more. This study aims to look into the theoretical basis of New-Media and define the design process through the expressional characteristics and triggered thoughts thereof. Lastly, the results of the research will be put together to produce the final results. Such analysis process will be the basis of the creation of a new paradigm and spatial thought, and allow people to be concerned about the various changes in spatial formation.

A study on ecosystem model of the magazines for smart devices Focusing on the case of magazine business in foreign countries (스마트 디바이스 잡지 생태계 모델 연구 - 외국 잡지의 비즈니스 사례를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2641-2654
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    • 2014
  • In the smart media environment, magazine industry has been experiencing a transition to ecosystem of value network, which includes high complexity and ambiguity. Using case study method, this article conducts research on digital convergence, the model of magazine ecosystem and adaptation strategy of global magazine companies. Research findings have it that the way of contents production of global magazines has been based on collaborative production system within communities, expert communities, creative users, media contents companies and magazine platform. The system shows different patterns and characteristics depending on magazine-driven platform, Platform-driven platform or user-driven platform. Collaboration system has been confirmed in various cases: Huffington Post and Zinio which collaborate with media contents companies, Amazon magazines and Bookish with magazine companies, Huffington Post and Wired with expert communities, and Flipboard with creative users and communities. Foreign magazine contents diverge into (paper, electronic, app and web magazine) as they start the lively trades of their contents on the magazine platform. In the area of contents uses, readers employ smart media technology effectively such as cloud computing, artificial intelligence and module individualization, making it possible for the virtuous cycle to remain in the relationship within communities, expert communities and creative users.

Research on The Application and Expression of Mixed media in Oil Painting

  • Su Xinyuan
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.162-169
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    • 2023
  • With the diversified development of modern art, the application of mixed media in painting has become increasingly prominent, which not only provides artistic creators with new creative ideas, but also magnifies the creators' emotions and re endows the media with meaning and value. This paper systematically introduces the definition, features and connotation of mixed media painting, and expounds three aspects of the aesthetic function of multimedia in oil painting creation, the embodiment of painting individuality, and the combination and application of materials and technique to demonstrate that mixed media presents different understanding and expression in Chinese oil painting, no longer constrained by traditional oil painting materials, which promotes more development possibilities of the art expression form of Chinese oil painting, enhances its international influence, and bring new vitality to the creation and development of Chinese oil painting.

The Structural and Spatial Characteristics of Network Actors in Mini Cluster for Creative Milieu: The Case of Digital Media City (창조환경을 위한 미니클러스터 네트워크 주체들 간의 구조적.공간적 특성 -디지털미디어시티를 사례로-)

  • Choi, Hae-Ok
    • Journal of the Korean Geographical Society
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    • v.47 no.3
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    • pp.375-389
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    • 2012
  • Many policy makers believe that geographically clustered business activities, in order to stimulate regional innovation, are the keys to development. Underlying the assumption between cluster and development, mere co-located forms engaged in innovative process helped from knowledge transmission locally. To address the constraints of creative economy, creative milieu require networking to support innovation activities. This paper examines the development of the mini cluster reconsidered in creative milieu that shifted environment development through network activities. It shows that the powerful node get more powerful, weak node get weaker in institutional network. Moreover, the significant of cluster in creative milieu is that brings out synergy to spill over knowledge through inter-relationship based on face-to-face meeting. Creative milieu benefits from and contributes to the competitiveness of the city, they are also embedded in its network activities.

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Wide-viewing holographic display system enabling a user to interact with holographic 3D contents (홀로그램 콘텐츠와 사용자 간에 상호작용 가능한 광시야각 홀로그래픽 디스플레이 시스템)

  • Yoon, MinSung;Kim, Youngjun;Jeong, Il-Kwon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.294-296
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    • 2018
  • 최근 디지털 홀로그래피는 3차원 영상을 획득, 처리 및 재생을 하지만, 디스플레이 전자 소자 특성에 의한 시야각이 작아서 사용자의 관찰 가능한 시역이 제한적인 단점이 있으며, 따라서 복원된 입체 영상과 사용자 사이에 상호작용 서비스 제공이 용이하지 않는 한계를 지니고 있다. 본 논문에서 우리는 $360^{\circ}$ 전방향 (1,024 시점)의 홀로그래픽 3D 콘텐츠를 FFT 알고리즘을 이용하여 생성하고, 이 콘텐츠를 디스플레이할 수 있으면서 동시에 이 콘텐츠와 사용자 간 상호작용이 가능한, 광시야각 (${\pm}60^{\circ}$) 홀로그래픽 디스플레이 시스템의 설계 및 제작한 결과를 실증한다.

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The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

A Study on the Boundary of Creative Designs in Contemporary Fashion Design (현대(現代) 패션의 창조적(創造的) 디자인의 한계성(限界性)에 관(關)한 연구(硏究) - 1990년대(年代) 후반(後半)부터 패션에 나타난 혼성(混成) 모방(模倣)을 중심(中心)으로 -)

  • Shin, Young-Sun;Kim, Ha-Jeong
    • Journal of Fashion Business
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    • v.5 no.4
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    • pp.14-26
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    • 2001
  • A lot of designers are adopting a mixed imitation as techniques of cretion because cultural boundary and structure of meaning in the era of post-modernism are collapsed and dissolved. I raise up a question mark to how can genuine and creative designers can be identified at this epoch when we are today familiar with the trend of informationalization, opening and globalization. Characterisitics of multi-culturalism and compromising blending are meshed with appearance of a theory of disorganization and consumer-driven economic activity of multi-national enterprises in the age of post capitalism. Accordingly it can be said that designers are leaning upon public and consumeroriented pattern rather than pursuing a creative cultural production. With mass media in rapid advancement and public culture in father dissemination, mass production and mass re-production became a natural cultural phenomenon strengthen ing its root. Creative designers somewhat slow and limitative in pace of adaption to rapid changing society amid such social backgrounds and flooded information are coming to dead-end of wall. A mixed imitation as techniques of creation is a result of borrowing, duplicating or re-combining of existing things because the mixed imitation is equivalent to borrowing, copying, compilation and recombination of well-known artworks, motive, diverse people's cultural features, image, techniques and the likes. It is too delicate thing for one to definitely distinguish such cultural phenomenon from either one as creative work or a plagiarized work. Looking into the facts as they are, we should recognize the designers limitation in their creative works by means of the mixed imitation. thus we can have a view upon them from a criticizing standpoint against the designers creation and imitation. On the other hand, when we look at things how the mixed imitation appears in the fashion as a piece of culture, we can understand something of the contemporary designers. I try to find a significance in seeking out a method of approaching to creative fashion designers direction in future times.

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Creative Industry Digital Transformation Case Study: Market Reorganization Strategy and Platform (창작 산업 (Creative Industry) 디지털 트랜스포메이션 사례연구: 시장재편전략과 플랫폼중심으로)

  • Lee, HoGeun;Lee, SeoYoung
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.177-188
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    • 2020
  • In the digital world, creative industries such as music, movies, and drama have been the most impacted by digital transformation. As these contents were converted to a digital format of 0s and 1s, the business model changed and so did the rules of competition in the market. Apple, Spotify, and Netflix were quick to ride the digital transformation wave to become market leaders in the creative industry. This study reviews case studies in the creative industry to grasp the important factors necessary for market restructuring using digital technology. It was found that companies that set visions, platform, and open innovation as business strategies were able to achieve critical mass and become market leaders. These three elements are commonly found in the contents industry. On the other hand, companies that did not embrace digital innovation have become victims of digital darwinism. By analysing the experience of digital product innovation through case studies in the creative industry, we can derive implications for digital transformation in the 4th industrial revolution.

The Study on Interdisciplinary Project Class for Contents Production in Colleges (대학 컨텐츠 연계교육수업에 관한 연구)

  • Choi, Yeong-Seon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1603-1608
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    • 2011
  • This study reviewed how colleges can nurture creative media-major students by innovative curriculum of interdisciplinary project class for contents production, and also the consequent merits, faults and forcoming additional subject which should be studied more.