• Title/Summary/Keyword: New Media Environment

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Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

A Study of Development of the Analysis Program for Interior Design Trends and of Measurement of Consumers' Preference - Focusing on living rooms of apartments - (실내디자인 트랜드 분석 프로그램 개발 및 소비자 선호도 측정 방법에 관한 연구 - 아파트 거실공간을 중심으로 -)

  • Han young-Ho;Jang Jung-Sik;Shin Hwa-Kyoung
    • Korean Institute of Interior Design Journal
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    • v.14 no.1
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    • pp.168-176
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    • 2005
  • As the pluralistic value in which various cultures and trends exist develops the world at large, development of interior design is required to examine consumers by group. This requirement purports to set up a strategic model of operating interior design organizations under cross-cultural (past and present) enviroment, not to express new researches of interior design following the direction of the developed media service. Based on the educational and complex cultural approach to design matters - the key issue in solving the cross-cultural design matters, this paper has suggested the structure of semi-centralized design process and the system for finding out consumers' trends under the new media-based cultural design environment. This study presents some expected effects. First, it will be able to enhance the consumer-oriented design mind by providing the information on the interior design system and design trend. Through analyzing the lifestyle in the 21st century and providing the relevant information, it will lead irrlprovement in living environment. And further, by using the program of searching consumers' new preference, the system of grasping consumers' propensity and making decisions will be materialized. Secondly, based on the background database of forecasted consumers' trends, marketing strategies can be established. Thirdly, through the better technology of designing living environment, efficiency will be increased and the economic foundations through use of new database will be constructed. Fourth, systematic interior design can be developed. Strategic correspondence to consumers' desires and reinforcement of competitiveness will become possible with development of database. By encouraging consumers' participation under digital environment, their trends can be forecasted, and by efficiently using information and new technology, resources can be saved and further, additional costs for promotion and sales will be reduced.

A Study on Alternative Reality Game Storytelling (대체현실게임(ARG)의 스토리텔링 연구 -<노르망디의 이방인>을 중심으로-)

  • Nam, Seung-Hee
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.41-50
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    • 2009
  • The convergence paradigm that appears with the integrated media environment has effect on digital storytelling using digital technology, then 'Trans-media storytelling' which is a new form of digital storytelling makes gradual expand its scope. This study focused on the Alternative Reality Game which adopt trans-media storytelling in the game genre. This paper interpreted the idea of ARG on comparing different forms of ARG and existing games and the distinctive features of ARG storytelling which is blurring the line between real and virtual on the Simulation theory. This is a valuable study for understanding the new storytelling form within the media convergence and developing the digital storytelling in the future.

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Study on Rate-Limiting Factors with a Heavy Loaded Biofilter

  • Son, Hyun-Keun
    • Journal of Korean Society for Atmospheric Environment
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    • v.23 no.E2
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    • pp.74-81
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    • 2007
  • Feasibility test for a biofilter was performed to treat VOCs. The applied loading rate to the biofilter was calculated between 60 to $3,700\;kg\;COD/m^3$. Trimethyl-pentene and trimethyl-hexene were the two most dominant compounds and they occupy about 85 percent. During the acclimation period, it is desirable for a biofilter to receive relatively lower VOCs concentration and flow rate, until it can adjust to new substrate and operational environment. Temperature at various points inside the biofilter reactor was observed with more than 23 temperature sensors. With steam heating, temperatures of the top sections of the media were greater than those of bottom sections. Without steam heating, intermediate stages generally had higher temperature measurement than those of bottom and top stages. Because the pH values for different biofilter materials vary significantly, measurement of the pH for the mixture of different combinations of biofilter materials is necessary. Based on the types and brands of media, the measured pH ranged from 5.38 to 9.10. The range of measured pH of different mixtures with perlite, compost, saw dust, peat moss, limestone, vermiculite was 7.05 to 8.62.

Media Education Methodology in Smart Media Era (스마트 미디어 시대의 미디어 교육 방안)

  • Do, Joonho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.245-250
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    • 2018
  • The diffusion of smart media based on Internet has brought great changes on existing media business model. This changes also affect the core competence of jobs in media industry. This study performed two focus group interviews among professionals in media industry. The interviews examined the changes that media professionals recognize in the field and requirement changes to meet the job core competence. The interviews also examined the media education method in university that can respond to the changes in the media industry. Breaking away from the classical theory oriented education, university should develop the curriculum that can support competence required in the media industry. Media education in university should focus on fostering problem solving ability that can work regarding various issues in new media environment.

Effect of teenager media usage control in the era of media convergence (미디어 융합 시대에 청소년 미디어 이용 통제의 효과)

  • Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.359-366
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    • 2015
  • The media addiction of teenagers became a social problem in the era of media convergence. With the national efforts, parents has limited their children's media usage for proper parenting. However, current media environment where personalized media devices such as smartphone and tablet PC are common raises questions about whether the problems of media addiction can be solved with previous approaches. Thus, this study examines how the parental controls to teens' media usage affect their media usage and emotions. According to the results that analyzed 884 teens' responses, the parental controls did not affect their usage. On the other hand, it was appeared that excessive parental controls stimulated to teens' negative emotions. These results show that parental controls are not longer effective in current media environment, which implies that new efforts from their family or government are required in order to prevent teens' media addiction.

Design and Development of Arithmetic Operating Learning Management System based on PDA (PDA기반의 사칙연산학습 운영시스템 설계 및 개발)

  • Chung, KwangSik;Son, KyungA
    • The Journal of Korean Association of Computer Education
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    • v.12 no.3
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    • pp.53-62
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    • 2009
  • As Information communication technology develops, requirements for new educational media and new contents gets bigger and bigger. Especially PDA is required for educational media on m-learning environment. We design and implement intra-educational contents sequencing model and educational contents sequencing model between educational contents for PDA as educational supplementary media for m-learning environment, and LMS supporting PDA. And we balanced the work load of PDA and LMS and constructed practical service platform for using PDA as educational supplementary device.

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Trends in Research on Communication and Media in Indonesia: The Micro Meta-Analysis on Perspective, Theory, and Methodology

  • Bajari, Atwar
    • Asian Journal for Public Opinion Research
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    • v.5 no.1
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    • pp.41-62
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    • 2017
  • The political reformation in Indonesia is a determinant factor of the change in political communications and the roles of media. Currently, the political elites need media support, since it contextually has a significant role. Whoever has a good relationship with the media, will be loved by the public. On the other hand, the media also have a vested interest in the elite in running businesses and building the power of industry. Policies and capital pose a challenge to maintaining the continuity of the media. Independence and control of media are at stake, when the interests of the media and the elite collaborate with each other and then build a benefit on both sides. Meanwhile, the role of social media also cannot be neglected. The Indonesian political communication system is characterized by the presence of social media in a pseudo-relationship between the elite and the public. This paper tries to explain the growing trends of research in the academic environment and the research trends in political practice in Indonesia after the occurrence of post-reformation era in legislative and executive elections. The method used is the meta-analysis of research outcomes of university (dissertations) and secondary data sources. Data processing is done by meta-analysis of secondary data. The results of meta-analysis research indicate that, the objective conditions, in Indonesia, especially the political conditions, stimulate new spaces in communication research. The study of political communication becomes dominant in the academic environment. In addition, communication research is also characterized by a shift from the linear perspective (positivistic paradigm) to the interactive perspective (naturalistic paradigm). On the other hand, the development of politic and governance situations in Indonesia has prompted the establishment of polling agencies that help citizens understand the maps of political power and candidates in general elections and regional head elections.

The Analysis on the Roles of Patents, Standards, and Licensing as Technology Diffusion Media for Technology Innovation (기술혁신을 위한 기술확산매체로서의 특허와 표준, 그리고 라이센싱의 역할 분석)

  • 이상무
    • Proceedings of the Technology Innovation Conference
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    • 1999.06a
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    • pp.226-244
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    • 1999
  • Very closely related to technologies, patents, standards, and licensing interact with them, cores of technology innovation, as the technology diffusion media for technology innovation. Todays it is usually impressed that no one can face to international technology competetion environment without the strategy of patent, standardization, and licensing. In this paper, the whole configuration of technology innovation is represented including the patent, standard, licensing as these media, their basic characteristics and how they roles as technology diffusion media interacting with the technology, core of the technology innovation configuration are analyzed, and some related practical cases to be understood as the applications of these three media for technology innovation are also explained : such as IMT-2000 and CDMA technology which have been international issues currently involved in patents and standardization together, the advent of Linux operating system being the new event in the field of computer technology. Finally this paper intends to have the implicated meanings needed for national policy improvement, through appreciating the importance and the mechanism of roles of three media factors for technology innovation.

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A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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