• Title/Summary/Keyword: Web Art

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A study on the regulation of the similar transmission service of digital music (디지털 음원 유사전송 서비스의 규제 방안 연구)

  • Yu, Seung-Jun;Lee, Hwan-soo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.4
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    • pp.151-160
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    • 2018
  • The development of digital technology and the Internet has brought about a great change in the content industry. In order to keep pace with these changes, the copyright law has undergone several revisions, and the concept of "digital sound transmission" was introduced in the 2006 revision. However, in the current law, digital audio transmission is problematic in that the criteria for distinguishing between broadcasting and transmission is abstract and unclear. This ambiguity makes it difficult to judge the legal status of new music webcasting service such as "Free Litsen". Although these services are positioned as digital audion transmission, they have created a new concept of pseudo transmission because of its similarity to the audio transmission in its convenience and utility. These problems stem from the imbalance of between the development of technology and the legal system, so the change of the legal system is inevitable. Thus, this study discusses US copyright law and related cases, and then suggests solutions for pseudo transmission problems. This study suggests legislative criteria for pseudo transmission problems and legislative measures that can reduce the actual damage to the music market.

A Study on the ICT-based Disability Evaluation Applications for Special Needs Education (특수 교육을 위한 ICT 기반의 장애 평가 애플리케이션 연구)

  • Jeong, Jongmun;Jung, Daeyoung;Hwang, Mintae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.889-899
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    • 2017
  • Various efforts and technical development for integrating the ICT technologies to the area of special needs education have been continuing. In this paper we have studied and implemented various ICT-based disability evaluation websites and mobile applications for special needs education and also verified their usefulness from the field test at disability schools. The valuer can access the websites and mobile applications for autistic behavior or learning disability evaluation at the any places and by any devices such as laptop, PC, smartphone and tablet PC. And all the evalation results are stored into and managed at the server database and shared with websites and mobile applications to integrate together easily. From the study about disability evaluation and implementation results we have a confidence that they will be useful to support the seamless evaluation and the continuous monitoring services for the disabled at the special needs education fields.

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • v.21
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

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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Association between MTHFR C677T Polymorphism and Risk of Prostate Cancer: Evidence from 22 Studies with 10,832 Cases and 11,993 Controls

  • Abedinzadeh, Mehdi;Zare-Shehneh, Masoud;Neamatzadeh, Hossein;Abedinzadeh, Maryam;Karami, Hormoz
    • Asian Pacific Journal of Cancer Prevention
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    • v.16 no.11
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    • pp.4525-4530
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    • 2015
  • Background: The MTHFR C677T polymorphism is a genetic alteration affecting an enzyme involved in folate metabolism, but its relationship to host susceptibility to prostate cancer remains uncertain. The aim of this study was to investigate the association between MTHFR C677T polymorphism and prostate cancer by performing a meta-analysis. Materials and Methods: Pubmed and Web of Science databases were searched for case-control studies investigating the association between MTHFR C677T polymorphism and prostate cancer. Odds ratios (OR) and 95% confidence intervals (95%CI) were used to assess any link. Results: A total of 22 independent studies were identified, including 10,832 cases and 11,993 controls. Meta-analysis showed that there was no obvious association between MTHFR C677T polymorphism and risk of prostate cancer under all five genetic models. There was also no obvious association between MTHFR C677T polymorphism and risk of prostate cancer in the subgroup analyses of Caucasians. In contrast, MTHFR C677T polymorphism was associated with increased risk for prostate cancer in Asians with the allele model (C vs G: OR=1.299, 95 %CI =1.121-1.506, P=0.001, $P_{heterogeneity}=0.120$, $I^2=45%$), additive genetic model (CC vs TT: OR =1.925, 95 % CI= 1.340-2.265, P=0.00, $P_{heterogeneity}=0.587$, $I^2=0.00%$), recessive model (CC vs TT+TC: OR= 1.708, 95 % CI=1.233-2.367, P=0.001, $P_{heterogeneity}=0.716$, $I^2=0.00%$), and heterozygote genetic model (CT vs TT: OR=2.193, 95 % CI =1.510-3.186, P=0.000, $P_{heterogeneity}=0.462$, $I^2=0.00%$). Conclusions: These results suggest that the MTHFR C677T polymorphism does not contribute to the risk of prostate cancer from currently available evidence in populations overall and Caucasians. However, the meta analysis indicates that it may play a role in prostate cancer development in Asians.

Multimedia Application and Ubiquitous English Education Environment (멀티미디어 기기 활용과 유비쿼터스 영어 교육환경)

  • Choi, Michelle Mi-Hee
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.393-399
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    • 2012
  • New and creative skills must be developed, and adapted into a lesson, to motivate learners to acquire a second language easily and enjoyment, Multimedia tools which are of interest to learners, such as; smart phones, computers, and notebooks with wireless internet compatability, will provide learners opportunities to study, and do their work practically anywhere and anytime. Recently, podcasts, which are a type of digital media, consisting of a series of audio episodes or video files, subscribed to and downloaded through web syndication, or streamed online to a computer or mobile device, are used to facilitate ESL (English as a Second Language) learning. Development of a variety of teaching methods, using multimedia tools, is needed. There are advantages and disadvantages to using a variety of multimedia tools. The current research aims to study its characteristics and application, in order to maximize their effective use, in English education. The current study suggests a ubiquitous learning environment using multimedia content tools, internet media, video teleconferencing, cyber-learning, and one-to-one videos used in conjunction with, or as a digital textbook for the English lesson. This study also investigates future educational changes, using state-of-the-art equipment for the self-learning experience, and will present a new direction in English education, through a variety of instructional devices and a marginalized class system model.

Evaluation of Usability on OntoFrame$OntoFrame^{(R)}$ System (연구개발 전주기 지원 시스템 $OntoFrame^{(R)}$에 대한 사용성 평가)

  • Jung, Han-Min;Kim, Pyung;Kang, In-Su;Lee, Seung-Woo;Lee, Mi-Kyung;Sung, Won-Kyung;Kim, Do-Wan
    • Journal of Information Management
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    • v.38 no.2
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    • pp.153-173
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    • 2007
  • [ $OntoFrame^{(R)}$ ] system provides information dissemination service and inference service, based on Semantic Web framework to fully support R&D activities. Although it is one of state-of-the-art systems in the viewpoint of functionality, we are not able to declare whether it has satisfiable usability because of the omission of usability test in development process. Thus, this research tries to reveal the usability level of the $OntoFrame^{(R)}$, and further to find ways to achieve a user-center system. Both 'theory-based assessment' by a software ergonomics expert and 'user test' by four users are used for evaluating the usability of the $OntoFrame^{(R)}$. We look forward this research to being a basic reference for practical systems aiming at satisfiable usability.

What Determines the Success of Reward-based Crowdfunding in the Art and Cultural Projects? (문화예술 분야의 보상형 크라우드펀딩 성공 결정요인: 소셜 커뮤니케이션 활동 효과를 중심으로)

  • Ryu, Changhan;Hyun, Eunjung
    • Review of Culture and Economy
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    • v.21 no.3
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    • pp.31-58
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    • 2018
  • In this study, we empirically investigated the antecedents of crowdfunding success in the arts and cultural field using the case of Tumblbug in Korea. We collected data on 494 projects listed on Tumblebug in the arts and culture category that includes feature film, documentary, short film, animation, and Web series, as of June 2018. We analyzed the factors associated with the final amount raised via crowdfunding on Tumblbug using the hierarchical regression method. We find that the social capital accumulated by a focal entrepreneur (i.e., the proposer/designer of a focal project) through prior participation in other related projects and social communication activities carried out during the funding period, respectively, have positive effects on the final amount raised. More interestingly, we also find that the intensity of social communication plays a central role in the funding success of arts and culture-related projects by supplementing the lack of the entrepreneur's social capital and the reward features including a given project.

Database Design of Mediterranean Historical Archives Based-on Tag (태그 기반 지중해 역사기록물 데이터베이스 설계)

  • Kang, Ji-Hoon;Kim, Jung-Ha
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.10
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    • pp.753-762
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    • 2019
  • It is very important to use the raw material in a particular field of research or education. Research without raw materials are difficult to prove and often remain hypothesis. The use of the raw material is also important in area studies that study specific areas. However, research of area studies, especially Western history, raw material and historical archives are very important data, but it is difficult to obtain and refer to these data due to physical or spatial constraints. In order to solve this problem, there is a method of collecting and providing historical archives, but it is currently difficult to find a case of providing overseas historical archives as a web system in Korea. Accordingly, in this paper proposes the necessity of collecting historical archives, the method of collection, and the method of digital archiving of collected data structurally and systematically. In this regard, investigate the existing research cases on the archive system and database design, and it description the differentiation between the existing systems and the modeling method proposed in this study. Also, to improve the efficiency of the search, it proposes a method of adding a tag table when database modeling.

A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.