• Title/Summary/Keyword: New Media Arts

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A Study on Intention of Printing Industry in Media Competition Circumstance : Publishing Industrial Point of View (매체 경쟁구조 관점에서 본 인쇄산업의 지향점에 관한 고찰)

  • Kim, Kyung-Il
    • Journal of the Korean Graphic Arts Communication Society
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    • v.21 no.1
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    • pp.59-70
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    • 2003
  • Digital technology is recognised as a generalized technology in the media industry, therefore there is an opinion which shows that the markets for its old media will be replaced by new media. However, some researchers have confirmed that the printed media which has a long historical background will be continuously selected by the audiences. As going through the historical background of the printed media, it has been challenged by the freshly created media. And traditional printed media does not disappear as the challenge of new media. As the challenge of new media, the printed media will show the new future of the printed media itself and its market as well by the transformations through the acceptance and merging the new technologies.

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Research of Space Augmented Reality based Convergence Performance - Focused on Images used for Performing Arts - (공간 증강현실 기반의 융합형 퍼포먼스에 관한 연구 - 공연예술에 사용된 이미지 영상을 중심으로 -)

  • Lee, Gyu-Jeong
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.672-688
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    • 2016
  • This paper confirmed the roles of images of performance arts, through an analysis of the performance arts realizing media augmented reality, and proceeded audience studies through t-test for verifying the results. As a result, the images used for the performance arts interacted with the audiences through mixing of media, and led to satisfaction for the performance through strong flow and understanding. For some parts, however, an indiscreet use of images caused audiences, who are still familiar with traditional performance arts, to react exclusively toward the media. Eventually, at this time trying new change, convergence media performance arts with images need to orchestrate performance arts and media, so that multiple audiences can easily understand and enjoy, and make an effort to let the audiences get satisfaction based on various experiences. For this, a producer should dedicate to create strategic performance arts contents that can provide professional new knowledge and information, considering even audiences' recognition, as well as their perceptional and psychological characteristics.

A Study on characteristics of method for New-media Art appeared in Interior of contemporary commercial space (현대 상업공간에 있어 뉴미디어 아트 표현 방법에 관한 연구)

  • Choi, Ji-Eun;Yoon, Jea-Eun;Yoon, Sang-Young
    • Korean Institute of Interior Design Journal
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    • v.19 no.6
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    • pp.67-74
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    • 2010
  • Today, the world is facing overflowing digital technology, floating digital contents in the air, and various perspectives on the contents, and these are called new media waves. The waves show diverse features applied in arts and interior designs. In the new media world, a process that shows what artists and designers are dreaming of, planning, and presenting is becoming important., Therefore, a purpose of this research is to understand and refine the concept of new media world, and is to study on presentations of new media art in commercial spaces. Up to present times, New media art is a metaphor in the air, which connects digital art and design. Like the modifier "NEW" contains meaning of frequent changing, new media art has various characteristics in the commercial areas. First, new media art shows lighter and various space-designs with numerous lights and colors through the evolution of interface between substances and non-substances. Second, new media art has liquidity of spaces that come with diverse communication and change though infinite possibilities of digital technology. Finally, new media arts has amusement itself based on virtual images through interactive reality extension from human experience.

A Broadcast System Based on the Network Using a Ndi Protocol (NDI 프로토콜을 이용한 네트워크 기반 방송 시스템)

  • Choi, Sang-gil;Hwang, Seong-woo;Jeon, Ho-jin;Kim, Woo-hyeok;Jeong, Do-hyeon;Lee, Da-yeon;Lee, Sang-un
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.248-251
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    • 2021
  • 방송장비가 네트워크 기술을 만나 진화하고 있다. 네트워크 케이블로 초고해상도 영상과 다채널 음향 데이터를 송·수신하고, 다수의 방송장비 제어를 가능케 하는 NDI(Network Device Interface)의 등장으로 방송장비와 네트워크 기술이 융합되고 있다. 최근 국내외 여러 기업이 네트워크 기반의 방송 솔루션을 출시하고 있어, 관련 산업계는 향후 방송장비 시장이 네트워크 기반으로 개편될 것으로 전망하고 있다. NDI는 뉴텍(NewTek)에서 개발한 IP 전송 프로토콜의 일종으로 무(無)손실, 압축, 제로(Zero) 딜레이, 멀티캐스트 등의 특징을 갖고 있다. 기존 비디오 전송 프로토콜이었던 SDI(Serial Device Interface)와는 다르게 네트워크에서 방송장비를 운용할 수 있도록 만들어진 프로토콜이다. 본 논문에서는 NDI를 기반으로 앞으로 다가올 포스트 코로나 시대에 대응할 효율적인 방송 환경을 제안하고자 한다.

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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
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    • v.22 no.4
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    • pp.401-407
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    • 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.

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

  • Choi, Hyun Ju;Ahn, Byung Ju
    • Knowledge Management Research
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    • v.12 no.5
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    • pp.59-69
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    • 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.

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

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

A Study on the Global Possibilities of Gugak Broadcasting as K-Music Content through the Metaverse Audition Platform

  • KIM, JOY
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.37-43
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    • 2022
  • This study is a sustainability study of K-Music beyond K-Pop through New Media. New media literally means 'new media'. When TV, classified as legacy media, first appeared in the world, it was an innovative new media platform. Of course, it is considered the most traditional legacy media. However, the definition of new media inevitably changes with the times. Most of the media called new media today are based on online and mobile. This thesis focuses on popular music including crossover traditional music genre. And we define popular music exported abroad as K-pop, and propose the possibility of globalization of Korean music using K-pop users and new media, a metaverse based K-pop audition platform, as consumers and suppliers in the global market. Hallyu, the studying of K-Pop through the study of attitudes and economic effects of K-pop, such as reactions to the spread of K-pop and the reactions of fans who like K-pop, are constantly being discussed in various ways. But there has been no case of cultural technology research that linked the sustainability of Gugak as the Korean music through new media to the K-pop business platform. As the overflowing data pours out in the virtual space as an act that gives the meaning of existence, the online is able to become an open market that provides reliable information all over the world. Therefore we would like to propose on the sustainability of Korean music through the 'Korean Traditional Music Broadcasting Metaverse Audition' beyond the K-pop business model as the K-Music content in the cultural technology era.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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