• Title/Summary/Keyword: New Media Environment

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A Study on the Expression method of Contemporary Spatial Design Viewed through the characteristic of Remediation in New Media Art (뉴미디어아트의 재매개화 특성을 통해 본 현대 공간디자인의 표현방식에 관한 연구)

  • Chung, Jae-Won;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.19 no.2
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    • pp.117-125
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    • 2010
  • Theories and concepts emerging in new media environment are influencing the field of current spatial design. Art and technology have always coexisted, not but they are differentiated in two parts. They show new communicational paradigm in terms of supplementary position each other. The fact that examining the expression method and the communicational structure of today's new media art will be an analytical tool which analyzes the concepts of contemporary spatial design. For this, we attempt to use the Bolter and Gusin's remediation theory as analytical tool. First of all, we consider its theoretical aspects, and then, classify them according to the creation method, and investigate the characteristics of expression according to their types. We prepared an framework of analysis using the Remediation theory and its traits. We reviewed the relations between new media and spaces concerning remediation. After researching, we could analyze the cognitive aspects between new media and spaces as immediacy, and recognize the operational aspects of visual image as hypermediacy. Through the analysis, we could recognize the traits that digital environmental simulacres, sense of telepresence, and non-linear hypermediacy etc. remediate with repeating of mediation of mediation.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

Video Art and Media Environment in City Space (도시 공간에서의 비디오 아트와 미디어 환경에의 재고)

  • Sohn, Young-Sil
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.196-206
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    • 2011
  • The development of projection technology produces series of discussions associated to various form of visual immersing possibilities by the way of projecting image directly to the obscure surface surrounded us. Besides, the significance can be found in terms of that this kind of image projection offers chance to citizens to enjoy high standard images and makes people consider media environment of city. Video art as the digital technology grafts penetrates formative space of city by projecting images. The certain thing about questions how the media has status in city is that media is now not existing for self neither for abstractly and virtual reality is existing in the general appearance of metropolis. This paper treats media environment of city and the meaning of image projection as from of video art in the city. It accesses about the meaning of video form visual art in big city- new reality, the virtual and the real, immersion and interactivity. And media reality of metropolis defines that there is not one major discourse in the gigantic text -metropolis rather they are different discourses each other simultaneously compatible in the gigantic text -metropolis and in fact, they affect each other and interact.

The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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Domestic Research Trend on Special Education Exploiting New Media and Development of Storytelling Contents to Improve Sociality (뉴미디어를 활용한 특수 교육 국내 연구 동향 및 사회성 증진을 위한 상황이야기 콘텐츠 개발)

  • Lee, Hyunki;Yang, Janghoon
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.513-524
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    • 2016
  • New education methodologies exploiting new media technologies are emerging with the development of digital technology. There also have been researches on efficient methods to apply new technologies on special education. In this paper, we analyze 32 researches associated with application of new media technology on special education for research theme, media, and teaching types. The analysis results show that there is few research on intervention contents which consider special education environment and the roll of teacher. This motivates us to develop a social storytelling contents to improve sociality of the children with developmental disability which can be easily useable in special education environment. The basic structure of the contents is designed for a child to make a choice in the meantime of storytelling and experience the different results depending on the choice. The pilot test with a child with mild autism verifies that it draws attention from the child and it is easy to use in a special education environment, which lays down the possibility as an intervention content.

Design of Learning Achievement Evaluation Module of Intelligent Computer Assisted Instruction with Various Fuzzy Environment (다양한 퍼지 환경을 갖는 지능형 교수 시스템의 학습 성취도 평가 모듈 설계)

  • Won Sung-Hyun
    • Management & Information Systems Review
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    • v.2
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    • pp.311-334
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    • 1998
  • By decreasing in CPU price and development of computer assembling technology, personal computer fake a good chance to accelerate its supply. Recently, as being introduced new computing technology so called multi media, teaming assist system which is based on single media such as studying book, cassette tape, video tape, or something else is rapidly being replaced by new assist education system based on multi media in which it is operated by the personal computer. In the computer assist education system, there is an evaluation module which appraise learner's study level into the next study strategy. At the view of this point, this part is very important. In this part, there are some factors like Importance, complexity, or difficulty which commonly include fuzzy factors in our surrounding. But until now, we are still out of the level to handle the evaluation module adequately among the some studies. In this study, we would like to suggest a new module that evaluate learning achievement of ICAI which have a variety of fuzzy environment. We combine Independent fuzzy environment like importance, complexity, difficulty into making total evaluation of learner's achievement. By the result, with expressing by linguistic form, this study can provide the theoretical basis in which we will be able to carry out sentence toward evaluation among elementary school.

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Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

A study on the enjoyment of transmedia and the reconstruction of alternative audiences from a cultural and political perspective (트랜스미디어 향유와 문화정치적 관점에서의 대안적 수용자의 재구성에 관한 연구)

  • Kwon, Hochang
    • Trans-
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    • v.10
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    • pp.31-50
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    • 2021
  • Media audiences are defined in a complex relationship with a comprehensive media environment, and are structured and reconstructed according to changes in the media environment. Today, with the changes in the media environment represented by convergence and transmedia, discussions on audiences are actively developing, and debates between positive and negative views on the cultural and political characteristics continue. This paper aims to systematically examine the complexity and ambivalence of new audiences beyond the binomial confrontational debate, and to understand the conditions and mechanisms under which the progressive possibility can be actualized. First, it looks at the changes in today's media environment and contents, and examines the changing patterns of audiences in connection with them based on related research. In addition, it examines the debate on the cultural and political characteristics of new audiences, and explores ways to construct /reconstruct alternative audiences based on Jacques Ranciere's discussion. In conclusion, the characteristics and contents of the utopian and dystopian moments of the transmedia audience were examined, and the necessary works for realizing the former were identified.

A Development of Gesture Interfaces using Spatial Context Information

  • Kwon, Doo-Young;Bae, Ki-Tae
    • International Journal of Contents
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    • v.7 no.1
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    • pp.29-36
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    • 2011
  • Gestures have been employed for human computer interaction to build more natural interface in new computational environments. In this paper, we describe our approach to develop a gesture interface using spatial context information. The proposed gesture interface recognizes a system action (e.g. commands) by integrating gesture information with spatial context information within a probabilistic framework. Two ontologies of spatial contexts are introduced based on the spatial information of gestures: gesture volume and gesture target. Prototype applications are developed using a smart environment scenario that a user can interact with digital information embedded to physical objects using gestures.

A Study on the Meaning and Future of Sales Promotion in New Marketing Communication Environment (새로운 마케팅 커뮤니케이션 환경에서 세일즈 프로모션의 의미와 미래에 관한 연구)

  • Choi, Min-Wook
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.145-150
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    • 2018
  • This study examines the meaning and growth background of sales promotion in a new marketing communication environment and predicts its future direction. This study analyzed experiential marketing, individual marketing, media creative, and viral marketing as growth background of sales promotion in a new marketing communication environment, and predicted future direction of sales promotion as brand communication, consumer-brand relationship, application of ICT, integrated marketing communication. This study has a significance of analyzing the changing function and predicting the future direction of sales promotion in new marketing communications environment.