• Title/Summary/Keyword: media hybridity

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The Aesthetic Value and Art-media's Characteristics as Appeared in Contemporary Digital Fashion (현대 디지털 패션에 나타난 예술 매체적 특성과 미적 가치)

  • Cho, So-Young;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.19 no.1
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    • pp.230-243
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    • 2011
  • In this modern digital era, there are very vigorous arguments about digital and media aesthetics throughout culture and art on the basis of new transferring of recognition about the art-media's characteristics. Therefore, this paper tries to discover the art-media's characteristics and aesthetic value that are included in contemporary digital fashion through studying the fusion between digital and fashion. The purpose of this research is to offer positive and evolutive opportunity of artistic thinking to make the meeting between fashion and media suggest the future generation, adaptation and recognition in the media - developmental environment that will be deeper and more fueling. In the area of research method, this paper takes the method of theoretical research by referring national and foreign literatures and preceding research-papers, and carries out investigation and analysis about digital fashion for the last 10 years. The results of this study; The art-media's characteristics of modern digital fashion are virtuality, immateriality and characteristics of multimedia. The aesthetic values can be classified with four kinds of properties. First is hybridity initiated from multi-media that creates works; the second is infinite reproductivity initiated from the characteristics of the multi media and the digital carrier. Thirdly, there is also interactivity appeared all over the area of production, adaptation and perception caused by non-linearity and immateriality. Finally there is synesthesia that can extend the capability of sense through digital media.

Social Media as a Technology for Being : The Qualities of Being on Social Media and the New Problematics of Social Media Research

  • Juhn, Sunghyun
    • Asia pacific journal of information systems
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    • v.26 no.1
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    • pp.41-65
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    • 2016
  • What prevails in the today's research on social media is a functional view of technology. Technology is regarded as a set of technical devices used to conduct specific social functions, such as personal communication, social networking, public posting, and corporate advertising, among others. This paper proposes that such a functional view of technology renders social media research unduly limited and constrained in its scope, level, and direction of inquiry. Problematizing on some representative social media research efforts in the field of IS, this paper provides an alternative perspective, that is, to view social media as a technology-for-being that exerts a deeper level of influence on our existence, molding and shaping the nature and mode of being itself. Such a technology-for-being perspective has been rarely explored or subscribed to in the present IS social media research. Building upon the new conception of social media as a technology-for-being, this essay explores the quality of being in the context of social media. Five such qualities are discussed, including virtuality, materiality, externality, liquidity, and hybridity. The essay also explores the deep structural problems of research to guide future social media research. Six of such problems include Problematize-the-Natural, Follow-the-Actor, Welcome-the-Frankenstein, Weber-meets-Frankenstein, Freud-meets-Frankenstein, and Marx-meets-Frankenstein. The essay concludes with discussions on the implications of the essay, its limitations, and suggestions for future work.

The Use of Graphic Novels for Developing Multiliteracies (그래픽노블을 통한 다중문식성의 발달)

  • Yun, Eunja
    • Journal of English Language & Literature
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    • v.56 no.4
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    • pp.575-596
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    • 2010
  • The modes of narratives and communication have expanded due to social and cultural changes and technological development. Thus texts have become multimodal and media hybridities and media crossover have been increasing as well. Multimodality requires new literacy to understand and interpret those multimodal texts other than existing traditional literacy approaches. The New London Group (2000) argues that multiliteracies are needed to serve today's changing multimodal texts. Kress (2003) also argues, visual texts have been prevailing, being mingled with other modes of texts such as linguistic, audio, gestural, and spatial modes. Literary texts are not exception in this trend of multimodality. The recent renaissance of comics, in particular, the new light on graphic novels can be interpreted in this historical vein. In comparison to comics, no consensus has been made in defining graphic novels, however, many studies have been recently conducted in order to look into the potential of graphic novels in building multiliteracies. In this paper, the graphic novel as a literary genre are explored from a histocial perspective and the definition of graphic novels was attempted to be made. In the light of multiliteracies, this paper presented cases that show how graphic novels can be utilized to build multiliteracies. Lastly, the use of graphic novels for English as a foreign language was introduced as well. The author hopes that at the age of multimodality, the potential graphic novels have in language and literacy education can be taken into account by language teachers and students in expanding their territory of literacy.

Spatiality of Digital Signage (디지털 사이니지의 공간성)

  • Shin, Donghee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.77-84
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    • 2015
  • Digital signage takes the role of promotion, providing information, art and game as it is installed in various forms everywhere such as the road, subway and indoor space we pass through. The related researches also focus on the technology of realizing digital signage, current industrial state and prospect in most cases. On the contrary, the researches on the spaciality of digital signage is a kind of insufficient, this study was carried out based on the judgment that there is necessity of researching it in respect that the recognition of space by the people in there is different before and after digital signage is located in such space. First, in order to understand digital signage, its concept, type and kind were investigated, general theories about the spaciality were considered after that, the spaciality of digital signage was grasped by 5 factors such as hybridity, vitality, mobility, flexibility, and contingency and their characteristics were offered in this study. In its conclusion, it was appealed that the change of spatial recognition along media and continuous research are required as digital signage is the transactive space.