• Title/Summary/Keyword: digital paradigm

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A Study on the Utilization of Platforms of Digital Cinema Aside from a Theater (디지털 영화의 극장 외 상영 플랫폼 활용연구)

  • Lyou, Chul-Gyun;Yun, Hyun-Jung
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.411-418
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    • 2007
  • Digital cinema is an important contents provider and powerful contents as itself in the paradigm of media convergence. Digital cinema extend its screening platforms to the public television, CATV, internet and mobile channels beyond a theater. This study derives peculiar features of digital cinema that first screening on these platforms with case study. Furthermore, this study investigates features of digital cinema according to the multiplicity of platforms and a method of the utilization of digital cinema in the rapidly changing situation.

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A Study on the Characteristics of new media Expression of modern digital exhibition space (현대 디지털 전시공간에 나타난 뉴미디어 표현특성에 관한 연구)

  • Kim, Min-Hye;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.44-48
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    • 2007
  • The advent of new media resulted in the revolutionary change of human way of life, which have big influence on the society and new culture other than that of the past appeared. This study aims preparing indicators of digital display space which meets with paradigm of the new age by studying characteristics of expression of new media in digital display space. his study searched for their meaning and possibilities by analyzing their characteristics of expression through cases of digital display space at homeand overseas since 1990s with key words of characteristics of expression of new media. Characteristics of expression in modern digital display space are characterized by immateriality, interrelated actions, nature of non-rectilineal figure, space is immaterial and abstract by new media, and new aesthetics completed by expression of images. Accordingly, we expect that this study will be the medium of development of digital display space which is developed more and communicated mutually by rapidly understanding changes of digital display space in the future.

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A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

A Study of the Curriculum Design based on Digital Environment for the Private Certificates of Reading Instruction (독서지도 민간자격의 디지털 환경 기반 교육과정 설계에 관한 연구)

  • Cha, Sung-Jong
    • Journal of Korean Library and Information Science Society
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    • v.45 no.3
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    • pp.213-247
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    • 2014
  • The purpose of this study is to develop the curriculum for the private certificates of reading instruction newly which can perform a reading instruction effectively in digital environment as the digital technology has changed the overall paradigm of reading. The curriculum for the private certificates of reading instruction was designed and proposed finally through deriving the implications over an study of the changes about reading paradigm in digital environment, searching the features and benefits over an in-depth analysis of domestic and international curriculum practices for training reading specialist, collecting the opinions and verification work over a Delphi survey of experts in the field of reading instruction. The finally developed curriculum consists of 6 kinds of training area, 21 kinds of subject and 82 kinds of training course content respectively to achieve the main function and purpose of the changed reading instruction in digital environment and in order to train reading specialist capable of applying properly them in reading instruction field.

Design and Implementation of Digital Science Textbook with Cutting Effects (커팅 효과가 포함된 디지털 과학 교과서의 설계 및 구현)

  • Yang, Hyun-Roc;Kang, Kyung-Kyu;Han, Kwang-Pa;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.465-474
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    • 2009
  • The emergence of the digital age has changed the paradigm of education. Recently, the new paradigm needs new digital books that contain more interactive contents. Our goal is to design the digital textbook with convenient interfaces and cutting effects for interactive and effective education. To achieve these goals, we propose interfaces and contents which are designed after a lot of discussion with educational experts. In the implementation step, cutting algorithm is proposed to generate the cut planes of the 3D objects, based on the free strokes specified by the users. In order to test the performance of the contents, the testbed was implemented so that students try our digital book and present their evaluation results on the convenience and the effectiveness.

A Study of Exhibition Method for Spatial Experience in the Cyber - Architecture with Virtual Reality (가상건축(假想建築)의 공간체험(空間體驗)을 위한 전시방안(展示方案) 연구 - 국민대학교 제11회 건축전의 사례를 중심으로 -)

  • Hwang, Sun-Hwie;Lee, Jong-Ruyl
    • Journal of The Korean Digital Architecture Interior Association
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    • v.4 no.2
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    • pp.1-6
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    • 2004
  • There are many spreading effects that never experienced before due to digital progress of the present age. Digital progress produce innovative changes now in cultural environment, architectural process, exhibition techniques, called the age of digital technology. The functional relation between 'Digital' and' Architecture' must not to be overlooked in field of cyber architecture, further more, space design, so that requests some necessary to build new paradigm for digital presentation and spatial experience.

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Electronic Publishing and Its Impact on the Library Fuctions (전자출판의 발전과 도서관기능의 다변화)

  • Kwon Eun-Kyung
    • Journal of the Korean Society for Library and Information Science
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    • v.32 no.4
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    • pp.159-186
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    • 1998
  • The emergence of digital library has been recognized as the paradigm shift of medium from paper to electronic, or that of the library function from ownership to access. From the point of view that digital information is the core constituent of digital library and is produced by electronic publishing, this paper explores the relationship between electronic publishing and digital library with special attention on recent digital library projects. And investigates the possibility of the transformation of scholarly communication system through digital library function as well as the impact of electronic publishing on the library functions.

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Micro-factory Evaluation through Digital Assembly Simulation (디지털 조립 시뮬레이션에 의한 초소형 공작기계 평가)

  • Choi, Sung-Il;Jung, Young-Sang;Subramaniyam, Murali;Jang, Seok-Ho;Song, Joon-Yub;Park, Sang-Ho
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.16 no.2
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    • pp.78-83
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    • 2007
  • In this paper, the digital model of the micro-factory has been established, inspected and evaluated by progress of assembly, manipulation and examination. The new paradigm of the system analysis is realized by digital simulation of the factory. The digital manufacturing system of the micro-factory was simulated through UML(Unified Modeling Language) with the object-oriented logical model analysis method and then the micro lens module assembly system was simulated with MST(Micro System Technology) Application Module.

A Study on Building the Digital Information Center (디지털정보센터 구축에 관한 연구)

  • Kim, Suk-Young
    • Journal of Information Management
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    • v.27 no.2
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    • pp.95-121
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    • 1996
  • The purpose of this study is to investigate a theoretical background of digital libraries and current projects on building digital libraries. It begins by describing the shift of paradigm and the concept of digital libraries. The paper continues by summarizing the principles and technology of building digital libraries. It also includes current projects of US, UK, Japan, and National Central Library, KAIST, LG Sangnam Library in Korea.

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A study of space-performance with applied digital technology (디지털 메체를 적용한 퍼포먼스 행위적 공간연출에 관한 연구)

  • 황현숙;류호창
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.100-105
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    • 2001
  • The space in today's digital era is developing in a new direction with the changing paradigm, which is different from that in the analog era. The space that appeals to the advanced technology mobilizes all the five senses of the space user with the technical elements of the more variable fields and aesthetic productions, and creates an interactive environment by motivating the user's active participation through the digital media. The environmental device called digital media connects the function pace with living performance. Unlike in the analog space, the different sides of the digital media space create a human consciousness that corresponds to the realistic ambience, further contributing to the lively condition. For the main production technique in the digital medias performance-active space, there are electronic image production, changeable production, impromptu-active production, light and sound production, and total artistic production that lead to the progressive interaction between man and space.

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