• 제목/요약/키워드: immediacy

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트랜스미디어에 나타난 패션 문화 콘텐츠의 매개특성 연구 - 20세기 이후 현대 패션사를 중심으로 - (A Study on the Characteristics of Mediation in Fashion Culture Contents Found in Transmedia - Focusing on Modern Fashion since the 20th Century -)

  • 김향자
    • 복식
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    • 제67권4호
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    • pp.131-152
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    • 2017
  • The purpose of this study is to analyze modern fashion culture in the 20th century through changes in transmedia in order to better understand characteristics of fashion contents. The study also strived to identify the characteristics of remediation in modern fashion and media by exploring the cultural code, and use it to establish an integrated view. The subjects and the method of the study are as follows. First, the study analyzed the development of transmedia and fashion culture since the 20th century. Second, it identified the transitional characteristics of transmedia. Third, the study analyzed the characteristics of remediation in modern fashion culture by using the characteristics of mediation, which appeared with the transitional characteristics of transmedia. The study results are as follows. First, the types of remediation are 'borrowing,' 'Representation,' 'Expansion,' 'Refashion,' and 'Absorb.' In old and new media, each type can be aesthetically experienced in 'transparency,' opaqueness,' 'Hypermediacy,' and 'Immediacy.' Second, fashion culture can undergo a transformation from its original form to a second and a third iteration, and this process allows for possibility of an expansion of multiple plots and well-rounded character settings. This opens up the possibility for fashion consumer participation, and signifies a transition into an environment where expansion of time and space is possible. The third finding is the non-mediation of fashion objects. The mediating relationship between clothes and media is directly connected to the development of new media. The immersion of new media by fashion consumers has the characteristics of 'transparency'/'Non-mediation,' and the reinterpretation and reproduction of original fashion styles have the characteristics of 'opaqueness'/'Hyper-mediation.' Fourth, fashion culture has data variability. Through 'Borrowing,' 'Representation,' 'Expansion,' 'Remodeling,' and 'Absorption,' the cultural hierarchy of reproduced fashion forms a multi-layered integrated network. Mediation code, which repurposes fashion culture contents, also creates new media fashion through transmedia.

<프리스트>를 통해 본 3D 영화의 재매개 (Remediation of 3D Movie on < Priest >)

  • 정일형
    • 한국콘텐츠학회논문지
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    • 제12권1호
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    • pp.225-233
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    • 2012
  • 본 연구는 <프리스트>라는 OSMU 텍스트의 내용분석을 통하여 재매개 논리와 특성 등을 살펴보고 문화 인터페이스 개념을 통해 다양한 미디어 콘텐츠의 관계를 밝혀보았다. 분석 결과 재매개의 이중 논리인 비매개와 하이퍼매개가 서로 공존하며 경쟁하였고, 재매개의 특징인 차용, 공격, 흡수 등의 다양한 특징들도 서로 교차되며 나타났다. 그동안의 뉴미디어 관련 연구는 각 분야 연구의 연장선상에서 새로운 미디어 콘텐츠에 적용한 이론의 재검증이나 새로운 정책 중심 연구가 주를 이루어져 왔다. 그러나 새로운 뉴미디어들은 3D를 비롯한 테크놀로지 중심의 시각화를 강조할 뿐만 아니라, 다양한 매체로의 콘텐츠 변환을 시도하고 있다. 이러한 환경변화 속에서 본 연구와 같은 재매개와 문화 인터페이스 개념을 토대로 향후 새로운 미디어 환경 변화에 적극 대응할 수 있는 미디어 콘텐츠의 다양한 대안을 모색해 볼 수 있기를 기대해본다.

국내 문헌정보학분야 학술지의 상호인용관계 분석 (Citation Analysis of Scholarly Journals of Library & Information Science Field in Korea)

  • 김홍렬
    • 정보관리학회지
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    • 제32권4호
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    • pp.7-27
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    • 2015
  • 본 연구는 국내 문헌정보학분야 유력 학술지간의 상호 인용관계를 바탕으로 영향지수, 즉시성지수, 피인용반감기, 자기인용비율을 밝히고자 하였다. 이를 위하여 2014년에 발행된 국내 문헌정보학 분야 학술지 4종의 학술논문 252건에서 인용한 인용문헌 9,329건을 대상으로 분석하였다. 그 결과 국내 주요 학술지의 인용문헌 비율은 한국도서관 정보학회지가 20.2%, 한국문헌정보학회지 19.1%, 한국비블리아학회지 18.8%, 정보관리학회지 17.0%의 순으로 나타나 국내 학술논문 생산에 주요 학술지 논문의 활용이 미미한 것으로 분석되었다. 또한 피인용반감기는 정보관리학회지가 4.25년, 한국문헌정보학회지가 5.87년, 한국도서관 정보학회지가 5.40년, 한국비블리아학회지가 3.57년으로 나타나 비교적 최신논문을 인용하고 있었으며, 영향력 지수는 0.47~0.67로 나타나 타 주제 분야 학술지에 비해 낮은 지수를 보였다.

스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구 (Remediation Property of Conceptual Metaphor in Smartphone UX)

  • 김형우
    • 디지털콘텐츠학회 논문지
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    • 제14권2호
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    • pp.135-142
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    • 2013
  • 본 연구는 스마트폰으로 인한 사용자 경험의 확장과 변화를 체현인지 이론에 입각한 개념 메타포 관점에서 고찰하고 그 재매개 특성을 고찰하였다. 본 연구의 연구 결과는 다음과 같다. 첫째, 개념 메타포의 중심 이미지 스키마인 그릇 이미지 스키마와 경로 이미지 스키마는 인간의 신체적 경험에 의한 체현적 스키마 구조를 포함하고 있어 스마트폰을 통한 사용자 경험을 매핑시키기에 적합한 이론이다. 둘째, 재매개의 관점에서 고찰한 스마트폰의 사용자 경험은 인간은 스마트폰에 의해 재매개되고 물리공간은 행위 공간에 재매개되어 상호작용하고 있는 특성을 발견할 수 있었다. 셋째, 스마트폰 UX의 개념메타포는 암묵적인 상호작용을 통해 그릇 이미지 스키마를 활성화시키면서 매체의 실존성을 망각시키는 투명한 즉시성을 가지고 있음을 발견할 수 있었다. 넷째, 명시적인 상호작용을 통해 활성화되는 경로 이미지 스키마는 매개된 매체의 하이퍼매개를 경험하게 하는 특성을 발견할 수 있었다. 본 연구에서 고찰한 개념메타포와 재매개 이론은 스마트폰 사용으로 인한 새로운 사용자 경험을 설명하는데 이론적 기반으로 활용될 수 있을 것으로 본다.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권5호
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

학술 디지털 아카이브의 영향력 측정에 관한 연구 : PMC 학술지의 인용지수 분석을 중심으로 (Measuring Impact of Scholarly Digital Archives : Analyses on Citation Indicators of PMC Journals)

  • 신은자
    • 정보관리연구
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    • 제36권3호
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    • pp.51-70
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    • 2005
  • 학술 디지털 아카이브의 구축은 학계에 이미 전파된 연구성과를 디지털 형태로 보존하여 연구자로 하여금 활발한 연구를 수행하는 정보자원으로 활용할 수 있게 한다는 면에서 중요하다. 이 연구는 생명과학 학술 디지털 아카이브인 PMC가 실제 생명과학 분야 학술 커뮤니케이션에 어느 정도 영향력을 미치고 있는 지를 분석하고자 하였다. 연구결과 학술 디지털 아카이브 등장을 계기로 영향력지표, 즉시성지수, 반감기 등 세 인용지수의 추이가 변화하지는 않았다. 반면에 주제별로 학술지의 인용지수를 산출하여 학술지의 순위를 평가한 결과에서는 학술 디지털 아카이브의 등장 이후 학술지의 인용지수 순위가 향상되는 경우가 하락하는 경우보다 많았다.

A study on Applicability of VacCAD Simulator

  • Kim, Hyung-Taek;Kim, Kang-Won
    • International journal of advanced smart convergence
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    • 제8권4호
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    • pp.200-206
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    • 2019
  • In this study, we compared the VacCAD and VacSim(Multi), commercial vacuum simulators, to verify the advantages of VacCAD's efficiency. It was emphasized on immediacy and simplicity of simulation modelling, and characteristics of the pump combinations, pumping down curves, and vacuum materials. First, usability of simulation mechanism was estimated through the modeling schematics and obtained simulation results of each employed simulator were compared to evaluate the applicability in practice. Simulation reliability of each simulator was also probed by comparing the pumping characteristics of commercially available high vacuum systems. In addition, the degree of tolerances on VacCAD was also investigated through pumping down analysis considering outgassing effect due to chamber material variations. The higher effectiveness and expediency of VacCAD than VacSim(Multi) has been presented, and it was expected that the utilization of VacCAD in vacuum applications to be increased.

모바일 커뮤니티 특성이 고객 충성도에 미치는 영향에 관한 연구

  • 정인근;김윤호
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2003년도 추계학술대회 및 정기총회
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    • pp.39-42
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    • 2003
  • A community can have a physical presence or can be formed from a group of people who communicate remotely via a conference call, a fixed Internet chatroom or instant message solution and most recently, a mobile handset. The mobile handset gives community members the advantage over fixed line or physical communities that they are not constricted by time or place as to when they can communicate with any members of their community. Operators, riding on the back of the SMS boom, are deploying community applications to increase both average revenue per user and customer loyalty. The purpose of this study is to find the effects of the characteristics of mobile community on the consumers'satisfaction and loyalty so that operators'participation in mobile community could be enhanced. A general model for the study was proposed with three independent variables. The variables are community usability(dialog and social support, information design, navigation, access), community sociability (purpose, people, policies), and mobile community content(location, personalization, immediacy, availability).

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자연동굴 탐사에서 구조대의 역할과 필요성 (The Role and Necessity of Rescue Group from Natural Cave Research)

  • 윤정모
    • 동굴
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    • 제81호
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    • pp.47-54
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    • 2007
  • The role of the rescue party only function of accident hour relief activity it knows against the technique and an immediacy of Hum who burns executes an education and training and the accident it will be able to occur in advance and Hum activity hour which burns it prevents the place where it reduces it contributes a lot role is the importance is a possibility of saying that compared to it grows more. It must establish the cave structure commission inside Korean cave academic society and it must cooperate with the instance of the foreign nation together and with each other it must improve a cave structure setup and equipment and the countermeasure which is appropriate and prevention of accident inside the cave and accident occurrence hour it must consider feed with the fact that it must become.

대학생의 에니어그램 성격유형별 자기표현과 촉진적 의사소통에 관한 연구 (A Study on Self-Expression and Facilitative Communication by Enneatype Among University Students)

  • 정희정
    • 한국지역사회생활과학회지
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    • 제17권4호
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    • pp.163-173
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    • 2006
  • The purpose of this study was to analyze self-expression and facilitative communication in university students according the their enneagram personality type. The subjects included 241 university students selected from universities in Seoul and Cheonan. The research tools of this study were the enneagram personality type scale, the assertiveness rating scale(self-expression) and facilitative communication rating scale. The statistics used from this data were one-way ANOVA(Post-hoc Duncan). The results were as follows; first, the self-expression was meaningfully different in content, paralinguistic and nonverbal assertive behavior characteristics by enneagram personality type university students. Second, immediacy, the sub factor of the facilitative communication rating scale varied depending upon the enneagram personality type(enneatype) of university students, Several suggestions were made concerning a study on self-expression and facilitative communication according to the enneagram personality type of university students.

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