• Title/Summary/Keyword: Space media

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All rants and no substance?: A new framework for studying the rationality of cyberspace

  • Soon, Carol;How, Tan Tarn
    • Journal of Contemporary Eastern Asia
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    • v.16 no.2
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    • pp.20-43
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    • 2017
  • While the Internet has been used to galvanise people for the collective good, many have voiced concerns over the noise and vitriol present online and polarisation. In Singapore where the government regulates traditional mainstream media such as print and broadcast, the online space has been described as a "Wild Wild West" rife with rumours, untruths and misinformation. Such developments do not only exert a potential negative effect on the deliberative nature of public discourse but also skew bias towards the online space, affecting the ability of online users to communicate with authority and power. This study seeks to examine the rationality of the cyberspace through using a new "rationality" framework to analyse political discourse online. Comprising objectivity, emotionality and partisanship, the rationality framework was applied to a content analysis of 197 blogs with political content in 2014. The analysis indicated that the online political space was not the Wild Wild West that it was touted to be with significant levels of objectivity and non-partisanship. There was a stark absence of emotional discourse, and relationships were observed between bloggers' anonymity and rationality. Cognisant of academia's and policymakers' interest on the quality and effects of online discourse, the proposed analytical framework and the study findings hold implications for both developed and developing countries.

A Study on the Brand identity Characteristics in the case Analysis of Housing culture center Facade (주택문화관 파사드의 브랜드아이덴티티 특성에 관한 사례분석)

  • Yang, Jeong-Sik;Hwang, Yeon-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.159-162
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    • 2007
  • In the twentieth century, due to extraordinary development of companies and life style, etc, market environments to which companies around the world currently face are being changed with reflecting the current age in various fields, which result from globalization, digitalized innovation, diversity by information acceptance, an enhanced level of a consumer's consciousness, developed mass media, etc. The companies are trying to expand their sale areas, not only products but also their cultures, images, and brand power in the name of a 'marketing' in a space In other words, if companies and brands express some identities without considering an entire image evaluated by customers, a mis-positioning for the companies and the brands may be caused. In this case, the companies and brands may not influence on potential major customers at all, of an image for the companies and brands may be degrade Accordingly, a space marketing is required as a distinguished strategic means in characterizing identities according to brands. Also, a design for communicating the space marketing with the customers is required. Therefore, the purpose and effects of the present research are to analyze how identity characteristics for brands and company images are reflected by analyzing a faadeof a hall for housing cultures, and are to analyze how they are recognized by customer.

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Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

Negotiations in Space and Time: Changing Gender Relations in Thai Tourist-oriented Encounters

  • King, Victor T.;Rotheray, J.
    • SUVANNABHUMI
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    • v.11 no.2
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    • pp.25-57
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    • 2019
  • The paper addresses Erik Cohen's pioneering work on tourism in Thailand, specifically his publications on the relations between Thai women and foreign (farang) men in tourist-oriented encounters. Of sociological-anthropological interest is his conceptualization of these relations as "open-ended prostitution as a skilful game of luck" based on his study of a Bangkok soi (lane) in 1981-1984, and his exploration of Thai culture in terms of ambiguity and contradiction. On the basis of recent ethnographic research in the northern Thai tourist hub of Chiang Mai and wide-ranging observations on tourism development in Thailand, we examine continuity and change in these male-female engagements since Cohen's research, especially in the context of the increasing availability of such electronic agencies as social media, messaging, video chat, and internet dating. Whereas Cohen's concept of ambiguity and illusion has tended to disappear from physical spaces, it seems to have resurfaced in virtual space. The complexities of host-guest relations, and particularly the interactions both within the variegated category of "guests" themselves and then between their "hostesses" are explored in terms of sites of tourism-oriented encounters in both physical and virtual space so as to deconstruct these oppositional categories which have been formative in studies of tourism.

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Spectacle and "Keeping Distance from Spectacle" in Fashion (패션에 나타난 '스펙터클' 및 '스펙터클과 거리두기')

  • Park, Ju-Hee
    • Journal of the Korean Society of Costume
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    • v.59 no.5
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    • pp.83-100
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    • 2009
  • In the 'Society of the Spectacle', Guy Debord argued that modern life was dominated by the commodity form and the false desires it engendered. He predicted in 1967 that culture would become the driving force in the development of the economy by the end of the century, He was sure when culture becomes nothing more than a commodity, it must also become the star commodity of the spectacular society. Fashion, the starriest of star commodities with its seductive fantasy approaches to the viewers occluding the commercial reality. From this point, the spectacular property of the modern fashion can be found. This study starts on the notion that the modern fashion is on the center of capitalist consumer culture and is constructed by spectacle. On this premise, the purpose of this study is analysing the attribute of 'spectacle' and 'keeping distance £Tom spectacle' in modern fashion expressed in fashion show, fashion media and fashion store. The fashion houses in the 1990s that recognised the commercial value of shock and spectacle were eager to employ young spectacularly visible named designers. They generated the publicity necessary for sales of perfume, cosmetics, bags and diffusion range of clothes through the visible fashion show and fashion media. In the fashion show and fashion media, fashion goods as the commodity both flaunts and disguises its commercial nature in spectacle. The spectacle on the fashion store is the process turning the commodity into image to arouse viewer's higher interest. In the fashion store, the appearance of the commodity such as space, display, package is considered more importantly than its 'utility value'. Meanwhile, the study also covered the innovative trial to evade the ubiquitous 'spectacle' in fashion area.

MHD Turbulence in Expanding and Contracting Media

  • Park, Junseong;Ryu, Dongsu;Cho, Jungyeon
    • The Bulletin of The Korean Astronomical Society
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    • v.40 no.1
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    • pp.58.2-58.2
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    • 2015
  • We investigate the decaying incompressible MHD turbulence by including the effect of the expansion and contraction of background medium. In such an environment, incompressible MHD turbulence has two kinds of time scale. One is the eddy turn-over time (teddy), the other is the expansion/contraction time (texp-cntr). The turbulence is expected to behave differently according to the relationship between the two time scales. For instance, for teddy < texp-cntr, the turbulence would be decay more or less as in a static medium. On the other hand, for teddy > texp-cntr, the effects of expansion and contraction would be dominant. We examine the properties of turbulence in these two regime cases. Based on it, we derive a scaling for the time evolution of flow velocity and magnetic field. (i) In the decay effect dominant case, the velocity and magnetic field scale as $\sqrt{{\rho}v}{\sim}a^{-3}$, $b{\sim}a^{-2.5}$(expanding media) and $\sqrt{{\rho}v}{\sim}a^{-2}$, $b{\sim}a^{-1.5}$(contracting media). The total energy and residual spectra follow the $E^T_k{\sim}k^{-5/3}$, $E^R_k{\sim}k^{-7.3}$ in the inertial range. (ii) In the expanding and contracting dominant case, the velocity and magnetic field scale as $\sqrt{{\rho}v}{\sim}a^{-2.5}$, $b{\sim}a^{-2}$ (expanding/contracting media). The Kinetic and magnetic energy spectra follow the $E^K_k{\sim}a^{-5}$, $E^M_k{\sim}a^{-4}$. We have confirmed that scaling of velocity and magnetic filed is almost the same from the analytic estimates and computational models

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A study on the expression of space and time by match cut in the image media -focusing on the movie, Bram Stoker's Dracula (1992)- (영상미디어에서 매치 컷을 통한 시·공간 표현 연구 -영화<드라큘라>(1992)를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.419-424
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    • 2018
  • Match cut is the montage technique that is widely used in the image media. This technique is versatile to generate the receivers a variety of meanings. In this article, the match cut shorts applied in the movie, Bram Stoker's Dracula, were analyzed based on the meanings occurred between the shorts. In addition, the analysis methods were based on the philosophical issues of Gilles Deleuze which had been analyzed focusing on the generation competency. Also, Francis Bacon's paintings, 'painting' (1946) and 'self-portrait' (1969) demonstrating similar meanings were compared to assist understanding. Upon the analyses of these two media, the meanings of 'becoming' that had the feature of nomadism between the shorts and occurred in the process of combined generation were analyzed. Therefore, match cut occurred in the image media was found to function to the receivers in a variety of ways and the degree of its utilization was not limited upon this analysis.

Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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A Study for Depth-map Generation using Vanishing Point (소실점을 이용한 Depth-map 생성에 관한 연구)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.329-338
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    • 2011
  • Recent augmentation reality demands more realistic multimedia data with the mixture of various media. High-technology for multimedia data which combines existing media data with various media such as audio and video dominates entire media industries. In particular, there is a growing need to serve augmentation reality, 3-dimensional contents and realtime interaction system development which are communication method and visualization tool in Internet. The existing services do not correspond to generate depth value for 3-dimensional space structure recovery which is to form solidity in existing contents. Therefore, it requires research for effective depth-map generation using 2-dimensional video. Complementing shortcomings of existing depth-map generation method using 2-dimensional video, this paper proposes an enhanced depth-map generation method that defines the depth direction in regard to loss location in a video in which none of existing algorithms has defined.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.116-121
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    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

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