• Title/Summary/Keyword: digital media era

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A Study on the Online Media Usage Strategies of Anyang Municipal Library for the Post-Covid-19 Era (포스트 코로나 시대 안양시 도서관의 온라인 미디어 활용 방안 연구)

  • Song, Min Sun
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.499-512
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    • 2022
  • The purpose of this study is to propose effective plans for Anyang municipal library to use online media in preparation for the post-covid-19 era. For this purpose, the main implications were summarized by analyzing the operation cases of 5 excellent libraries that received government awards in the libraries' operation evaluation in 2021. And based on the analysis, strategies that can help Anyang municipal library use online media to operate library effectively even after COVID-19 were derived. This study is meaningful in that it is an empirical study that summarizes the online media usage strategy of the Anyang municipal library in preparation for the post-COVID-19 era based on actual cases of excellent libraries in the COVID-19 period.

디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • Archives of design research
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    • v.16 no.3
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    • pp.341-350
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    • 2003
  • The topic of 21st century's culture is the appearance of digital media. It made changes as big as the industrial revolution, and our society is now ruled by the digital media. The main objective of this study is to forecast the direction of current visual design education by researching and analyzing how the introduction of digital media is influencing the evolution of visual design's identity, which is an ever changing and developing science. Also, since the rain target of digital media is the young generation, the change in the method of expressing visual language is inevitable In fact, there have been a lot of changes in the methods of creating and distributing visual communication due to the introduction of digital media. In the past, most educational institutions of design had similar objectives, curriculums and teaching methods to provide education that prepares students for practical business. However, in this digital media era, the application and utilization of visual design are uncomparably diversified, and it is generally classified as interaction. The purpose of this study is to find a wat to train visual design professionals in this digital era. For this purpose, this study will identify a new educational system that fulfills the demands of this society by fusing the traditional education and the new digital education, and will suggest what an design education institute that is ahead of the demands of society should be like.

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Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design (현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구)

  • Eun, Ee-Sun;Chung, Mi-Ryum
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

Development and Validation of a Digital Literacy Scale in the Artificial Intelligence Era for College Students

  • Ha Sung Hwang;Liu Cun Zhu;Qin Cui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.8
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    • pp.2241-2258
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    • 2023
  • This study developed digital literacy instruments and tested their effectiveness on college students' perceptions of AI technologies. In creating a new digital literacy test tool, we reviewed the concept and scale of digital literacy based on previous studies that identified the characteristics and measurement of AI literacy. We developed 23 preliminary questions for our research instrument and used a quantitative approach to survey 318 undergraduates. After conducting exploratory and confirmatory factor analysis, we found that digital literacy in the age of AI had four ability sub-factors: critical understanding, artificial intelligence social impact recognition, artificial intelligence technology utilization, and ethical behavior. Then we tested the sub-factors' predictive powers on the perception of AI's usefulness and ease of use. The regression result shows that the most common powerful predictor of the usefulness and ease of use of AI technology was the ability to use AI technology. This finding implies that for college students, the ability to use various tools based on AI technology is an essential competency in the AI era.

Fashion Industry System and Fashion Leaders in the Digital Era (디지털 시대의 패션산업 시스템과 패션리더)

  • Joo, Shinyoung;Ha, Jisoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.3
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    • pp.506-515
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    • 2016
  • This study examines the digital era's fashion system and defines fashion leaders in the system. The study was based on a theoretical review and a research survey to verify the theoretical findings. The results are follows. The critical changes in the fashion system are expansion, cyclical direction and closer distance between producer and consumer. By inflow of media to a new channel, a layer of consumers was extended and the range of celebrities participating in the fashion industry has expanded dramatically. Simultaneously with the change from vertical communication to cyclical and interactive, the direction of communication was re-routed through diverse media. Crowd sourcing activated through two-way communication service has increased consumer opportunities to participate in production and consumption. Fashion leaders have changed significantly under this new system. The range of celebrities participating in the fashion system has increased and different fashion leaders have appeared. An interactive and cyclical fashion system has been established through media innovation; consequently, the influential power of celebrities and individuals for direct participation in the fashion system directly has increased significantly.

A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service (디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구)

  • Joo, Heon-Sik
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.588-592
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    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

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The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program - (디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 -)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure (뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향)

  • 김수진;한명숙
    • The Research Journal of the Costume Culture
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    • v.10 no.3
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    • pp.293-305
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    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

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Digital painting: Image transfonnation, simulation, heterologie and transfonnation (현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구-)

  • Jeong, Suk-Yeong
    • Journal of Science of Art and Design
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    • v.10
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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