• Title/Summary/Keyword: New Media Arts

Search Result 183, Processing Time 0.034 seconds

A Study on 3D Animation Production Using the iClone (아이클론을 활용한 3D 애니메이션 제작에 관한 연구)

  • Ryu, Chang-su;Hur, Chang-wu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.520-522
    • /
    • 2014
  • The 3D animation these days is confronted with a situation that should develop new contents fit for those circumstances of media in which new platforms such as smart phones, tablet PCs, and smart TVs, etc. are in a rapid change and establish media strategies. Attempts are made of developing methods to diversify content type coping with new smart media characteristics including smart phones, tablet PCs, and smart TVs, etc., with materials of the same story and character, and developing animation video contents based on new media technology. This study made avatas utilizing iClone, avata 3D production technology and investigated 3D animation production methods through costume editing and motion editing.

  • PDF

Innovation and Challenges of Urban Creative Products in Digital Media Art - Tourist cities in China for example

  • Ma Xiaoyu;Lee Jaewoo
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.1
    • /
    • pp.175-181
    • /
    • 2024
  • The paper examines the impact of digital media art on urban creative products, analyzing opportunities and challenges in the digital era. It emphasizes the development of urban cultural and creative products, highlighting their significance and future growth potential. The digital media era provides unprecedented innovation opportunities, utilizing advanced tools for efficient design, production, and marketing. Trends like personalization, customization, AI, and big data offer new expressions and market prospects. Cultural products evolve in design, marketing, and sales channels due to digital media, with tools like social media and e-commerce platforms opening new promotion avenues. Case studies illustrate digital media's role in driving innovation and enhancing user experiences. The paper addresses challenges in market competition, copyright, and technological renewal, while recognizing opportunities from AI and big data. The creative industries must adapt and innovate to remain relevant. Looking ahead, urban creative products will evolve under digitalization, relying on digital means to attract consumers and enhance brand value. Cultural products, beyond economic entities, disseminate urban culture and creative spirit. In the digital era, urban creative products demonstrate potential and necessity, prompting a reevaluation of digital technology's role. Through continuous innovation, this field contributes to cultural and economic levels, impacting urban characteristics and heritage. Urban creative products play an increasingly vital role in the global cultural and creative economy.

Modern(摩登) Female Images in Shanghai by 1930s : Mainly Regarding to Visualized Printed Arts (1930년대 상해의 모던[摩登] 여성 이미지 - 시각화된 복제미술을 중심으로)

  • Moon, Jung-Hee
    • The Journal of Art Theory & Practice
    • /
    • no.4
    • /
    • pp.105-121
    • /
    • 2006
  • The term 'modern', in broader sense, refers to the concepts like modernity, modernization, modernism and the like, which came from Westernization impling the recognition of indigenous culture as being inferior to Western culture by comparison along with the expanded influences of the Empire of Japan. These concepts, however, rather than evolving from Western standards, came into being as a form of civilization led by Japan which had already tasted the fruits of modernization by 1920s. Since 1920s, the policy of, so-called, reconstructing Asian countries by Japan came to create eastern way of modernism, as a new East Asian trend mainly revealed in China which was against colonization after Japan's invasion and conquest of Manchuria. Therefore, Eastern' modern' unlike Western one could be understood in the widespread terminology, 'Modern(摩登)' in Shanghai, reflecting consciousness like 'Fashion' or 'Trend' in female images on a variety of visual media. By 1930s it was the most notable that 'modern' was accepted as something similar with 'Fashion', or 'Trend' in sociocultural contexts. These atmosphere had led commercial arts to enable to communicate with the public in a great deal of supports and success in Shanghai which was widely regarded as the citadel for the inflow of Western culture, among which transformations in female images were remarkable as a representative form of culture. It is also remarkable that 'historical modernity' transforming from the feudal age to modern society was considered a synchronic modernity, and nationalism was regarded as a sort of being modern, while involved in the newly-changed female images as a fashion mode. Changes in fashion including hair style in Shanghai by 1930s, as a way of expressions showing what was modern through commercial artistic productions, were easily noticed in visual media as an outlet of modern women's inner desire revealing their pursuit for new mode of life in metropolitan cities. As a characteristic of the time creating a new code of visual female images, it is notable that there existed another form of 'modern' satisfying socio-cultural needs of the general public seeking for being 'modern'.

  • PDF

Responsibility for Dissemination of Inaccurate Information on the Internet

  • Romanova, Vera;Nikitin, Yurii;Vozniuk, Natalia;Sverdlyk, Zoriana;Boichuk, Nelia;Kunderevych, Olena
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.8
    • /
    • pp.137-140
    • /
    • 2021
  • The article is devoted to the study of the issue of liability for the dissemination of inaccurate information on the Internet. The article emphasizes that now the public opinion of socially active segments of the population is mainly formed on the basis of not critical but subjective ("consumer") analysis of the received information. The modern realities show that the main source of its origin is the Internet: electronic media and, above all, the relevant social networks. The problem of dissemination by the mass media of inaccurate information obtained via the Internet is solved; it is seen in bringing the laws of Ukraine, which regulate public relations regarding the dissemination of information, into compliance with the Civil Code of Ukraine. The issues of development and implementation of new legislative acts aimed at regulating the status of subjects of informational relations on the Internet and establishing the grounds for their liability are also investigated.

The Effects of Characteristics of Media Facade on Customer's Preference (미디어파사드 특성이 문화예술공간의 선호도에 미치는 영향 연구)

  • Lee, Chul Soo;Nam, Sang Moon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.6 no.1
    • /
    • pp.335-341
    • /
    • 2020
  • As life, once immersed in labor, changes with values and lifestyles, individuals consume or participate in culture and arts for learning, meeting of intellectual needs, pleasure, and exchange. As culture and art spaces have increased in recent times, these spaces have been transformed into places to create, view and exchange culture and art, and to consume cultural goods. Culture and art spaces have created and developed new genres and technologies that give viewers the opportunity to communicate and participate, allowing them to understand and accumulate works of media. A media façade thus gives a preference to places for visitors by giving an impression over a short period of time in culture and art spaces that are not areas for exhibitions and performances, and providing an opportunity to more easily approach and understand works and culture and art spaces. A media façade is a type of medium that imparts aesthetics and information by installing LED lighting on the exterior wall of a building for the realization of media functions. In order to analyze the effect of the media façade on preferences for culture and art spaces, a research model was established with media façade characteristics as independent variables and preferences for culture and art spaces as dependent variables. As a result, media façade design and media features influenced satisfaction, while the media characteristics of the media façade influenced recommendation and revisiting, suggesting that many changes will take place in culture and art spaces.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.5
    • /
    • pp.562-571
    • /
    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

A study on the new gamut mapping method for digital soft color proofing (디지털 소프트 칼라 교정인쇄를 위한 새로운 색역 사상방법에 관한 연구)

  • 송경철;강상훈
    • Proceedings of the Korean Printing Society Conference
    • /
    • 2002.05a
    • /
    • pp.10-18
    • /
    • 2002
  • On the process of cross-media color reproduction, a key feature is the use of gamut mapping techniques to adjust the different color gamuts between displays and printers. Even though a number of GMAs have been published, but there are no method satisfactory enough for more exect color reproduction. In this paper, the gamut mapping methods of nearest point clipping(NPC), centroid clipping (SLIN), straight clipping and cusp clipping(CUSP) were tested and analyzed with color difference, and a new gamut mapping algorithm based on variable anchor point method was proposed.

  • PDF

A Study on the Success Factors of K-Pop by Big Data Analysis -Focusing on the U.S. Music Market- (빅데이터 분석을 통한 케이팝 성공요인 분석 -미국음반시장을 중심으로-)

  • Kim, Ji Yean
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2015.11a
    • /
    • pp.31-34
    • /
    • 2015
  • The U.S. music market is a lucrative market for many foreign musicians due to its sheer size and it continues to play a leading role in the world music industry. However, it is a challenge to gain entry into that market and an even greater challenge to achieve success and fame within it. In fact, changes in the media paradigm have allowed for musicians to be able to independently produce their own songs and promote them globally. Some scholars address that the media paradigm shifting from traditional outlets to new outlets gives a chance to bypass traditional gatekeepers when entering the U.S. music market. Based on this scenario, this article examined two songs from Korean singer, Psy: Gangnam Style and Gentleman as a single case study. Utilizing Google Trends as a source of information, this study examined how each song's recognition among American music fans was different based on radio spins on Top 40 commercial radio stations. This article sheds new light on radio, which has been neglected due to the media paradigm shift, and presents how radio programmers are part of a complicated gatekeeping process which ultimately decides which songs are to gain popularity.

  • PDF

A Study on Activation of Movie Marketing Using Interactive Media (인터랙티브 미디어를 활용한 영화 마케팅 활성화 방안)

  • Song, Joon-hee;Lim, Chan
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.1
    • /
    • pp.243-248
    • /
    • 2019
  • As digital media technology continues to evolve, media arts are being created using new technologies. Among them, interactive media provides new experience and interest to the audience in that the audience is completed only by participating in the works. The use of these characteristics as a marketing strategy has led to an increase in sales and a positive image of the company. Through this study, we analyze the case of interactive media contents and infer the usage plan and elements. In addition, we propose a prototype of interactive media contents that can be used as a strategic marketing element by exploring ways to utilize interactive media as a marketing element of the film industry. This suggests the development direction of interactive media that provides a continuous and new sense of immersion to the audience, and suggests subsequent research on effective use of the industry as well as movie marketing.

A Study on the Utilization of Public Interaction Design Convergence (공공성 구현을 위한 인터랙션을 활용한 융복합 공공디자인 연구)

  • Park, Gun-Kyu;Kim, Won-Seok;Ro, Hae-Sin
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.449-455
    • /
    • 2015
  • This paper is about the utilization of public interaction design in terms of design convergence study. As there are different perspectives about public character in various academic fields, it is not simple to define the concept of it. In Korea, since 1960's, the public art which considered only about places has received more and more people's attention. But, there still remain disputes over the residents' participation and communication problems. It is more important to debate mainly on the value judgments of the public design considering artistic experience, ease, functionality, and utility in the interaction rather than a focus on user's experience. On the basis of this, it is suggested bench design which includes flower motif to access and utilize freely to necessary information and the bench design will be helpful to provoke interaction and design convergence in the era of new media technology.