• Title/Summary/Keyword: digital content

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The Reinterpretation of Comic-Animation by Content Users - The Reproductions in Korean Cosplay Culture (콘텐츠 유저에 의한 만화-애니메이션의 재해석에 관한 연구 - 한국 코스프레 문화에서의 재생산)

  • Yoon, Wn-Ho
    • Cartoon and Animation Studies
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    • s.41
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    • pp.487-510
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    • 2015
  • In recently, thanks to the development of computer and internet, and reinforcement of digital media literacy of ordinary people, many users of comics and animations recombine contents into various ways, including UCCs. In a glance, it seems these outputs violates the copyrights of contents. But in reality, they helps the growth of the ecosystem of contents market, with increase of contents users. The reason of these reproductions inclines the characteristics of animation media. Animation, which are constituted by plastic symbols, auditory symbols, and narrative symbols, and Comic, which supports stories of Animations, affects as 'Imaginary signifier'. These signifiers helps users of contents to dismantle and reassemble stories. These aspects are seen in doujin culture, animation soundtrack fandom, and voice actor fandom. But In this article, we will concentrate into cosplay culture. Cosplay culture shows more active appearances than another fandoms. In especially, cosplay stage and daily cafe show more active reproductions of characters and communications. However, they are done by youth fans, which has not enough financial abilities: therefore, events are not sustainable and discontinued. And they have another limits, like lack of opportunity of performance. In the reality of Korean society, which needs of community making by community member, and hybrid culture, comics and animation productions in Korea are in need of access positively and encourage reproductions of active receivers of animations.

A Study on Ligiron in the Oldest Feng-Shui Book "Janggyeong" - Focus on Sasepalryongbub - (풍수고전 "장경(葬經)"에 나타난 풍수이기론에 관한 연구 - 사세팔룡법을 중심으로 -)

  • Zho, In-Choul
    • Journal of architectural history
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    • v.20 no.1
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    • pp.117-133
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    • 2011
  • This thesis is a study on the oldest feng-shui book "Janggyeong(葬經)". Specially, it is a focus on the feng-shui orientation method so called Sasepalryongbub(四勢八龍法) in that book. This method is to identify fortune and misfortune with the directions to be measured by a feng-shui compass. Sa(四) of Sase(四勢) is the four pieces of direction of dividing 12 parts for 360 degree circle. To divide for 12 parts is related with 12-Jiji(地支). Sa mean In(寅), Sin(申), Sa(巳), and Hae(亥). Se of Sase means a large stem of mountain. Generally, Sase are the big mountain stems of the four directions as In, Sin, Sa, and Hae. Pal(八) of Palryong(八龍) mean the 8 parts of equal division for 360 degree. It is related with Palgoe(八卦) that divide for 8 parts equally. Palgoe are Jin(震), Li(離), Gam(坎), Tae(兌), Geon(乾), Gon(坤), Gan(艮), and Son(巽). Ryong(龍) of Palryong(八龍) is a stem of mountain that is measured with 8 parts of equal division feng-shui compass. Sasepalryongbub make a connection between Sase and Palryong. When they are connected, it is a good fortune like as In(寅) and Li(離), Sin(申) and Gam(坎) or Gon(坤) or Gan(艮), Sa(巳) and Tae(兌) or Geon(乾), Hae(亥) and Jin(辰) or Son(巽). It is based on two theories. The one is 12-Unseongron(運星論), the other is one of Ohaengron(五行論) as Samhap-Ohaeng(三合五行). 12-Unseongron begins from dividing all human life affairs with 12 steps. Saeng(生), Wang(旺), Myo(墓) are the very important things among 12 steps. Saeng means starting, Wang means flourishing, Myo means keeping. Samhap-Ohaeng is made with Jiji of Saeng, Wang and Myo steps about 12-Unseongron. Saeng is the most important thing among of Saeng, Wang and Myo in Sasepalryongbub which means birth. Saeng of Jiji direction can help Palgoe direction as a counterpart. Like this, the good relation of Sase and Palryong is that Jiji direction can help Palgoe direction. For example, there are In(寅) of Jiji and Li(離) of Palgoe, can be explained as these kinds of the good relations. In view of Samhap-Ohaeng, In of Jiji is regared as Saeng of fire(火). This fire- Saeng-In as Jiji can help fire- Li as Palgoe. It can be said as a good condition that Sase and Palryong be connected like this case. This is the main content of Sasepalryongbub as being treated in this study.

A Systematic Review on Concept-based Image Retrieval Research (체계적 분석 기법을 이용한 의미기반 이미지검색 분야 고찰에 관한 연구)

  • Chung, EunKyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.4
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    • pp.313-332
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    • 2014
  • With the increased creation, distribution, and use of image in context of the development of digital technologies and internet, research endeavors have accumulated drastically. As two dominant aspects of image retrieval have been considered content-based and concept-based image retrieval, concept-based image retrieval has been focused in the field of Library and Information Science. This study aims to systematically review the accumulated research of image retrieval from the perspective of LIS field. In order to achieve the purpose of this study, two data sets were prepared: a total of 282 image retrieval research papers from Web of Science, and a total of 35 image retrieval research from DBpia in Kore for comparison. For data analysis, systematic review methodology was utilized with bibliographic analysis of individual research papers in the data sets. The findings of this study demonstrated that two sub-areas, image indexing and description and image needs and image behavior, were dominant. Among these sub-areas, the results indicated that there were emerging areas such as collective indexing, image retrieval in terms of multi-language and multi-culture environments, and affective indexing and use. For the user-centered image retrieval research, college and graduate students were found prominent user groups for research while specific user groups such as medical/health related users, artists, and museum users were found considerably. With the comparison with the distribution of sub-areas of image retrieval research in Korea, considerable similarities were found. The findings of this study expect to guide research directions and agenda for future.

A Study on Main Features of SNS Affecting SNS User Acceptance Decision (SNS의 수용결정에 영향을 미치는 SNS의 주요 특성에 관한 연구)

  • Oh, Eun-Hae
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.47-73
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    • 2012
  • SNS allowed users to serve not only as the content and message producer but as the consumer, with development into various types of SNS platforms. Instead of a traditional media structure of media-to-many and unspecified users, it also made it possible to achieve one-to-one or one-to-many interactions, regardless of time and space, through SNS platforms. Moreover, according to development of digital communication technology, IT, media contents and communication network have been mutually connected, though they were once separate. The changes in communication environments have caused rapid disorganization and reorganization in popular culture led by specific expert groups. Such trend has a greater influence on marketing strategies of enterprises. In other words, it will lead them to mostly introduce new information technologies, based on consumer market, and to strategically participate in SNS for promotion and marketing for their products and brands. Likewise, SNS has currently appeared as the main media affecting consumers' behaviors. In consideration of the importance of SNS features, which can stimulate responses of other users, analysis of main features affecting SNS user acceptance decision is required, as well as its utilization strategies. Accordingly, this study conducted division of SNS features into openness, quickness, interactiveness and economical efficiency to derive strategies for increasing the usage frequency of SNS and ultimately maximizing the expectation effect, in addition to an empirical analysis of effects of SNS features on usefulness, easiness and pleasure perceived in SNS, and SNS user intention.

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Information Mediating in Social Network Sites : A Simulation Study (소셜 네트워크 사이트의 정보 매개하기 : 시뮬레이션 연구)

  • Rho, Sangkyu;Kim, Taekyung;Park, Jinsoo
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.33-55
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    • 2013
  • Information sharing behavior in the Internet has raised much interest. Recently, social network sites provide a new information sharing channel for the users who want to connect with others based on common social background or tastes. Especially, we focus that a social network site becomes one of major routes for information sharing about socially influential issues. Therefore, studying how information is diffused via a social network site may give theoretically, practically significant implication. Based on the assertion, we investigated user's behavior to mediate other user's information messages. We define information mediating behavior as concurrent actions of filtering and distributing behavior of the digital content that is originated from one of the connected users. In this study, we intended to understand the effects of information mediating behavior, and tried to understand characteristics of re-mediating of previously mediated information. Using an agent-based simulation model, we found that information mediating behavior increased the extent of information diffusion significantly. In addition, even a small degree of mediating probability could boost up the level of information diffusion in the case of a re-mediating condition. We believe that those findings provide remarkable insight of research and business application on both of information sharing and diffusion in a social network site.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

A Study on case for making immediacy Visual Effects field - With Focus on The Load of The Ring - (시각효과(Visual Effects) 분야가 비매개화에 기여한 사례에 관한 연구 - 반지의 제왕을 중심으로 -)

  • Cho, hyun-je;Jung, min-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.208-212
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    • 2008
  • The mediacy is now evolving with the development of mankind civilization. In the evolution, mediacy shows duplicate logic of remediacy with the opposite mediacy property between immediacy and hypermediacy. The duplicate logic of remediacy is defined as a result of hypermediacy which clearly requires transparency and absorption of immediacy. Because of changes from analog to digital age and the development of image technique, At present, the era is coming when the splendid and spectacle visual speaks for the screen not well-organized script and direction. With this developing period, the research for visual effect is actively performed and advanced to the new study. Though the study of visual effects contains the hypermediacy trait, it is also conjugated as a research field for immediacy on the screen which is the wish of content production directors. In this study, the analysis of case study for the movie "The Lord of The ring"'s visual effect application is carried out. Also, it is investigated that visual effects can guarantee for the verification of valuable new research filed which insure transparency and absorption in the hypermediacy results. Furthermore, on this study, it is executed for the contribution of the identity and systematization in the new research field "Visual Effects".

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Explanatory Correction Notes for Lowell's Chosön Photographs in the Boston Museum of Fine Art (미국 보스턴미술관 소재 로웰의 조선 사진 설명문의 오류와 정정 방안)

  • Jeong, Youngjin
    • Korean Journal of Heritage: History & Science
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    • v.53 no.2
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    • pp.36-63
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    • 2020
  • Percival Lowell took photographs of 80s during his stay in Korea in the winter of 1883 and 1884. The photographs are the first in the history of Korea and contain various and precious information about Korea of the day. As such, they could be used for purposes of studying late 19th century Chosōn society. The 61 photographs that are archived in Boston Museum of Fine Art were catalogued by National Research Institute of Cultural Heritage and have been posted online with incorrect explanations by Boston Museum of Fine Art. The explanations have been composed and revised at least four times on the basis of Lowell's writings and archivists' understandings of Korea. However these explanations contain many errors regarding the content of the photographs, yet have been cited by researchers and books concerning the history of Korea. I examined the explanations, analyzed Lowell's writings and diplomatic documents, and confirmed the locations where the photographs were taken. Accordingly, I suggest improved explanations of the photographs to prevent misuse of the Boston Museum of Fine Art's online archive. Lowell's photographs of Chosōn have very high historical value and could be used in various cultural fields because of their various contents and high definition. However, they belong to America and are not cared for sufficiently. Therefore, I suggest that high definition digital scans and prints of the photographs be generated for the sake of overseas Korean cultural heritage collection.

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Development and Usability Test of the Prototype of the "Smart Stacking Cone" Based on Dual-task Using ICT (ICT를 이용한 이중과제 기반의 스마트 스태킹 콘의 시제품 개발 및 사용성 평가)

  • Lim, Seung-Ju;Won, Kyung-A;Kim, Dae-Gyeom;Kim, Young;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.2
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    • pp.95-108
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    • 2021
  • Objective : This study aimed to develop prototypes of "smart stacking cones" by combining ICT to evaluate and train the upper extremity function and dual task performance in patients with central nervous system impairment, and to identify the complementary point to the completion of the device through a usability test. Methods : This prototype comprised of a hardware and software system that enabled the evaluation and training of patients and the management of data obtained from patients' performance. Specific measurement variables were established so that patient performance could be measured correctly. Based on the measurement variables, a the prototype included a 'single task evaluation modes', 'dual task evaluation mode', 'single task training mode', and 'dual task training modes'. Additionally, a usability test was conducted to assess clinical applicability and overall satisfaction for the prototype. Results : The results of the usability test were generally found to be appropriate. The 'content adequacy' in the usability test was the area with the highest level of adequacy and the lowest level of inadequacy. Additionally, overall 'satisfaction' in the usability test was the area with the highest appropriate and inappropriate levels. Hence, the overall satisfaction results were unstable. Conclusion : Future studies should be conducted to identify the clinical effectiveness of the device by applying an upgraded smart stacking cone to an actual patient group.