• Title/Summary/Keyword: digital history

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Study on the Digital Storytelling Types and Characteristics of Fashion Designer Brands (패션 디자이너 브랜드의 디지털 스토리텔링 유형과 특성)

  • Hong, Yun Jung;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.43-57
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    • 2013
  • The purpose of this research is to systemize the fashion digital storytelling by analyzing the communication method and its elements, and extracting the characteristics and processes of digital storytelling. Based on the previous study on the characteristics and types of storytelling the following things have been researched: 1) the process of digital storytelling in the communication process, 2) the concept and the feature of the academia of digital storytelling 3) storytelling in the document research. On the groundwork of the document research, we were able to sort out the various types, and formed a system of the features in the fashion digital storytelling cases, mainly in the four collections (Milan, Paris, London, New York) from 2000's to recent years of 2010. The types of fashion digital storytelling are episode type, narrative type, and creative type. The characteristics of each of the types are as follows. Firstly, the episode type communicates through the digital media based on the information or fact of the fashion designer brand. Secondly, narrative type communicates with the consumers using previous literature or an existing idea of the original cultural form that is rearranged in digital story expressed by the digital media. Lastly, creative type makes the designer's and consumer's susceptibility and creativity communicate through the newly made story, which expresses the unique originality of the designer. It seems that the cases and studies of using the fashion digital storytelling will increase because of its short history and lack of the case study. Fashion designer brands will show their brand image using the digital storytelling because they are able to better express originality, creativity and imagination of the fashion designer, which were factors that could not be conveyed through fashion alone.

Development of Information Visualization Tool using Knowledge Representation (지식 표상 방법을 이용한 정보 검색 시각화 도구 개발)

  • Ji, Hye-Sung;Park, Ki-Nam;Lim, Heui-Seok
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.383-390
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    • 2012
  • In this paper, we suggest an information retrieval visualization tool using the knowledge representation method. Information retrieval visualization tool suggested in this paper is designed to automatically extract retrieval intention using user's search history data and visualize extracted retrieval intention in the knowledge representation method structure. A psychological knowledge representation methodology was adopted for schema for retrieval intention representation and its effectiveness has been proved through the behavioral experiments. Result of experiment revealed that information retrieval visualization tool has been improved approximately 39% in user satisfaction compared to existing retrieval method, suggesting a measure to solve re-retrieval problem in the process of information retrieval.

A study of access control using fingerprint recognition for Electronic Medical Record System (지문인식 기반을 이용한 전자의무기록 시스템 접근제어에 관한 연구)

  • Baek, Jong Hyun;Lee, Yong Joon;Youm, Heung Youl;Oh, Hae Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.3
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    • pp.127-133
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    • 2009
  • The pre-existing medical treatment was done in person between doctors and patients. EMR (Electronic Medical Record) System computerizing medical history of patients has been proceed and has raised concerns in terms of violation of human right for private information. Which integrates "Identification information" containing patients' personal details as well as "Medical records" such as the medical history of patients and computerizes all the records processed in hospital. Therefore, all medical information should be protected from misuse and abuse since it is very important for every patient. Particularly the right to privacy of medical record for each patient should be surely secured. Medical record means what doctors put down during the medical examination of patients. In this paper, we applies fingerprint identification to EMR system login to raise the quality of personal identification when user access to EMR System. The system implemented in this paper consists of embedded module to carry out fingerprint identification, web server and web site. Existing carries out it in client. And the confidence of hospital service is improved because login is forbidden without fingerprint identification success.

A Study on the Exhibit Environmental Design through the Transparency of the Cubism (큐비즘에서의 투명성 개념에 의한 전시환경디자인 연구)

  • 김호연
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.154-161
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    • 2004
  • When people visit other countries, the first place to go would be either a museum or an art gallery because it might be the most effective way that people could understand culture and history of the place in a short time. It can be alleged that a museum must be an important cultural space because people can experience their life, history and art there. According to these cultural importance, the purpose of this study is to suggest the environmental design of $\boxDr$Design Museum$\boxUl$ through the Transparency of the Cubism. The Transparency means a capability of transmitting light so that objects on the other side can be seen clearly. The Concept of the Transparency could be taken effects in architecture by overlapping facets or space. By understanding formative properties of the Cubism, which especially focused on Transparency, 1 would like to propose the environment as an art and the exhibition-environment as a way of communication. As it were, the study can be valued as a new approach on condition that formative feature is interpreted with modern terms and the ‘Digital technology’ is not used a tool of representation but a tool of thought in terms of design. Moreover, it has a great significance that formative language of the Cubism will be able to be applied to the environmental design through the experimental and creative design process.

Mechanical Amusement Culture Phenomenon and the Context of Pre-Game Period in 1960s (1960년대 기계오락문화현상과 전(前)게임기의 맥락)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.111-120
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    • 2015
  • The purpose of this study is to understand the sociocultural context of the pre-game period, and how the context influenced on the identity formation of games. Games did not develop with the fixed and stable identities. Instead, games is the outcome which is conceived in the history of articulation of various discourses, technologies and social factors. The mechanical amusement devices was consumed for the urban entertainment, and made a strained relations with the society for the speculative and pathological characteristics. The mechanical amusement has extended to the electronic games in 1970s, and reached the present digital game culture.

Association Service Mining using Level Cross Tree (레벨 교차 트리를 이용한 연관 서비스 탐사)

  • Hwang, Jeong Hee
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.569-577
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    • 2014
  • The various services are required to user in time and space. It is important to provide suitable service to user according to user's circumstance. Therefore it is need to provide services to user through mining by latest information of user activity and service history. In this paper we propose a mining method to search association rule using service history based on spatiotemporal information and service ontology. In this method, we find the associative service pattern using level-cross tree on service ontology. The proposed method is to be a basic research to find the service pattern to provide high quality service to user according to season, location and age under the same context.

Design and Implementation of Cultural Property Learning Contents Using Augmented Reality (증강현실을 이용한 문화재 학습 콘텐츠 설계 및 구현)

  • Seong, Min-Je;Lee, Dae-Hyun
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.831-837
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    • 2017
  • The popularization of smart phones is increasing interest in individual customized service and various systems have been changing in order to meet such changes to satisfy facilities such as museums. Museum has the element of view, contained purpose of history education, also has role as institution that should have fun and education. In order to achieve this purpose, it is necessary to arouse sufficient interest in cultural assets, In parallel, to provide various contents of cultural assets is essential. Therefore, to provide an efficient viewing cultural assets services in this study make a study to effective method for combined education and evaluation using Unity3D engine and SDK for Vuforia called Augmented Reality development.

The Quality Assurance and Accuracy Improvement of National Basemap Digital Mapping Database (국가기본도 수치지도제작 데이터베이스의 품질유지 및 정확도 향상)

  • Lee, Hyun-Jik
    • Journal of Korean Society for Geospatial Information Science
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    • v.6 no.2 s.12
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    • pp.91-103
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    • 1998
  • The digital map data of national basemap which will be basic data of the information age is accomplished to produce and are ready to distribute to public. Generally, the quality of digital map is affected to data history, position accuracy, attribute accuracy, logical consistency and completeness. The quality of digital map Is assured to use basic data for the field of various appication. The purpose of this study is to develop automated qualify control program of digital map through analysis type of errors in digital mapping, to determine method of high quality digital mapping. As a results of this study, The automated quality control program of digital map is developed to assure logical consistency and completeness of digital map which is used to principal data in the field of GIS and is determined the process of high quality digital mapping. Also, the results of this study is contributed to quality assrence and accuracy improvement of national basemap digital mapping database.

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Discourses of Korean Newspaper Articles about Digital Education (디지털교육에 대한 대중 담론 분석)

  • HEO, SHIN-HYE
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.799-805
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    • 2023
  • During the pandemic period, when non-face-to-face education became commonplace, the discourse on digital education increased rapidly. And this is reflected in education policy. This is because most policies are influenced by public discourse. Therefore, this study analyzed influential newspaper articles to analyze public discourse on digital education. The results are as follows. First, in 2020, when COVID-19 peaked, the discourse on digital education surged, which originated from the need for efficient management of learning and students in non-face-to-face education situations. Second, the discourse discussed the problem of digital competency mainly about the problem of acquiring new skills and dealt with it most importantly. Third, the discourse of digital education was dominated by discourse from the current perspective. However, it is necessary to consider the perspective of what capabilities are needed for a future society. This is just because acquiring new technologies or cultivating functions cannot be seen as the whole of digital literacy. Therefore, it is necessary to revitalize the discussion on what digital competencies are needed in the future society and reflect them in education policies.

A Study on the Practical Implementation of a OAI Protocol for Scholarly Communication (학술정보 유통에 있어 OAI프로토콜의 적용에 관한 연구)

  • 이수상
    • Journal of Korean Library and Information Science Society
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    • v.35 no.2
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    • pp.219-241
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    • 2004
  • The OAI(Open Archives Initiative) is an evolving protocol and philosophy regarding interoperability for digital libraries. This protocol has its roots in an effort to enhance access to digital libraries as a means of increasing the availability of scholarship communication. Thus, this research outlines the history of the OAI protocol, the basic model of SP(service provider)/DP(data provider), and the prerequisites to implement the OAI protocol. Viewed in this light, this paper also describes the experiences of KERIS project of SP/DP model and lists the differences between prerequisites and KERIS case.

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