• Title/Summary/Keyword: 뉴미디어시대

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21세기 뉴미어로 성장궤도 본격진입

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.81
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    • pp.38-39
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    • 2000
  • 21세기에는 인터넷방송 시대가 본격 열릴 전망이다. 지상파 방송 3사를 비롯해 언론사, 케이블TV업체,PC통신업체, 대기업, 인터넷업체 등이 경쟁적으로 인터넷방송국을 설립하거나 이를 적극 추진하고 있기 때문이다. 캐티즌으로 불리는 인터넷방송 시청인구도 인터넷 보급확산에 힘입어 기하급수적으로 증가하는추세를 보이고 있다. 이에 따라 인터넷방송 시장은 유망 인터넷 비즈니스의 한 분야로 자리하면서 본격적인 성장궤도에 진입할 것으로 보는 시각이 지배적이다. 21세기 뉴미디어로 불리며 크게 주목 받고 있는 인터넷방송의 현황과 과제를 살펴봤다.

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특집 / 권두기획 특별 좌담

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.1 s.140
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    • pp.44-47
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    • 2005
  • 월간 <디지털콘텐츠>는 신년특집 권두기획 특별좌담회를‘차세대 통신환경에서 디지털콘텐츠 산업발전 방안’이라는 주제로 지난해 12월 14일 소공동 롯데호텔에서 가졌다. 유세준 뉴미디어방송협회 회장의 사회로 진행된 이날 좌담회에서는 KT경영연구소 송민정 박사, 한국방송영상산업진흥원 윤재식 박사, 고려대 신방과 홍기선 교수, 윤석암 CJ미디어 국장 등 각계 전문가들이 국내 디지털콘텐츠 산업의 가능성과 현주소, 대안을 진단하며 열띤 토론의 장을 펼쳤다. 이날 좌담회는 유비쿼터스 시대의 DMB정책, 해외 디지털콘텐츠 산업현황, 차세대 통신환경에서의 킬러콘텐츠 등을 진단하고 DMB 서비스 활성화를 위한 주요쟁점 및 전망 등 현 사안에 대한 깊이 있는 내용이 토론됐다.

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A Study on the Idea of Materiality of New Media Art through Rethinking Kinetic Art (키네틱아트의 재조명을 통한 뉴미디어아트의 물질성에 대한 고찰)

  • Song, Min Jeong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.263-270
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    • 2015
  • The development of technology has always been influencing the worldview of the time, and this has been embodied through artistic media and contents throughout history. This paper begins with an overview on how the notion of movement in art has developed with the juxtaposition of materiality and immateriality or the conversion between the two by rethinking Kinetic Art which was popularized in the mid-twentieth century in America and Europe. Then, this is compared with New Media Art which employs advanced digital media techniques to generate virtual images. New Media Art requires some kinds of physical mechanisms and space for the embodiment of virtual images to some extent. The coexistence of material and immaterial aspects of New Media art is investigated through the contextualization with certain aspects of Kinetic Art.

A Study on Audience Preference Types for Local Broadcasting Content : Focusing on the YouTube Channels of Terrestrial Broadcasters in Gwangju Metropolitan City (지역 방송사 콘텐츠에 대한 수용자 선호 유형 연구 : 광주광역시 지상파 방송사의 유튜브 채널을 중심으로)

  • Ji Yeon Park;Jong-Yoon Lee;Jang Sun Hong
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.501-508
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    • 2024
  • The rapid development of digital media has led to a swift transition of video content consumption to new media channels. Terrestrial broadcasters that have expanded their strategies to include YouTube channels have achieved significant success, even to the extent of restructuring their revenue models. Based on these successful examples, local terrestrial broadcasters have been striving to expand their presence on YouTube. However, the results have been modest thus far. This study examines how terrestrial broadcasters in Gwangju are utilizing YouTube and employs Q methodology to analyze the audience preferences for their YouTube content. The analysis identified three types of audience preferences: "Trend-Sensitive," "Emotionally-Focused," and "Regionally-Attached." Tailored content creation strategies were proposed for each type. This approach not only provides practical guidelines for establishing YouTube strategies for Gwangju's terrestrial broadcasters but also helps to develop policies for producing sustainable and evolving high-quality content in the new media era.

Gamephobia, From Homo Ludens To Cyberspace (게임포비아, 호모루덴스에서 사이버스페이스까지)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.137-146
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    • 2013
  • The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.

Contents of 'true education' in the Era of New Media and the Consciousness Structure of Modern People (뉴미디어 시대 속 '참교육' 콘텐츠와 현대인의 의식구조)

  • Kim, Se-Yeon
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.468-478
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    • 2022
  • 'True education', which was the core ideology of 'the Korean Teachers & Educational Workers Union', is re-appropriated in the new media era. This word, which is actively used by young people, means 'punishment against the object of social condemnation'. One of the characteristics of 'true education contents' commonly seen on the Internet is that it shows a tendency to 'fragmentation'. True educational contents are short in length, and the contents are very local. This reflects the characteristics of a postmodern society where totality disappears and small stories are consumed. Second, the standard for dividing good and evil is extremely 'arbitrary'. Whereas the existing stories of rewarding virtue and punishing vice had universal values such as love, consideration, and peace, the content of true education distinguishes good and evil with an extremely narrow perspective. The way to justify arbitrary standard is to incite public outrage. Third, 'humour' is added. Here, humor is combined with the emotion of hatred, causing the problem of weakening people's critical consciousness.

Advanced Ubiquitous Learning System (진보된 유비쿼터스러닝 시스템)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.719-720
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    • 2015
  • This paper propose the method of U-learning system which is the $21^{th}$ core IT fields of the knowledge based information-oriented society, which is digital convergenced ubiquitous with e-learning. Specially, for the future it will be expected and prospected new media core in digital life age using DMB smart phone.

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A Research on Motion Graphic by Opening Title Sequence of Korea Movie (한국영화 오프닝타이틀 시퀀스를 통한 모션그래픽에 관한 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.618-625
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    • 2010
  • Receiving information and transmitting it is the most basic and important thing in numan society. And modern communication is not only transmitting objective information but also a visual communication which shows feeling of each emotions and image-motive. Introduction of Motion graphic which was grown by new media changed opening title sequence to a more expanded genre. The purpose of this research is to announce the new value of opening title sequence. Motion graphic will be used continually as an important way to communicate and also a guideline which could transmit exact informations and emotions to viewers with creative expressions.

Studies for the Audiences' Welfare Effects from the Real Time Retransmission of Terrestrial TV Channels through the PayTV Networks (유료방송 매체를 통한 지상파채널 재전송의 후생효과 연구)

  • Byun, Sang-Kyu
    • Korean journal of communication and information
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    • v.48
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    • pp.63-89
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    • 2009
  • The contents provided by the terrestrial broadcasters have governed the market based on their excellent quality in Korea. In spite of the launching of various pay TV services focusing on multi-channel, it is not yet easy to find out the substitutionary pay TV channels for the terrestrial. Therefore, the real time retransmission of the terrestrial channels brings about the crucial effects on the pay TV's competency, especially on the new media as the invisible barrier. So it is frequently proposed to change the aim of the retransmission policy from the universal access to the promotion of media industries. The retransmission can be divided into two types as the must carry and retransmission consent. In Korean situation, keeping or reducing the must carry channel would be appropriate rather than expanding them. However, periodic investigation into the public effects of the must carry is necessary, instead of it. Moreover, the rational and fair monetary compensation for the commercial channels(MBC, SBS, KBS2) is arising as the bottle neck in the retransmission agreements between the broadcasters. The conjoint analysis was carried out to estimate the welfare growth from the retransmission, based on the stated preference from the audiences' point of view. For must carry channels, it was certified as the 'win-win' strategy for both sides and audiences. For the commercial channels, it is revealed to be beneficial to the audiences. Thereafter, the standards for the rational price were suggested to promote the retransmission. This can contribute for inspiring the dynamic vitality to the media industry by reinforcing the contents competencies and for establishing the long term growth strategies.

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A Research on types of DMB advertising according to features of DMB Media (DMB의 미디어와 기술 특성에 따른 DMB광고 유형과 종류에 관한 연구)

  • Ahn, Jong-Bae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.4
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    • pp.59-88
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    • 2008
  • For the success of the DMB market to meet consumers' demands for Ubiquitous Media and strengthen the nation's competitiveness, it's inevitable for us to activate DMB advertising as of main profit source for DMB Media, and to develop various types of DMB advertising which are linked to the profit model. So I'd like to look over the various types of DMB advertising which are suitable for DMB features as one of the efforts to activate DMB advertising. First of all, I've figured out what kinds of advertising are available for new media and which related technologies are required for DMB media. Through this research, I could find out what features of new media such as cable broadcasting, Internet and Mobile have become the source of developing various types of advertising and how to a great part to activate new media advertising markets by making the best use of their media features. This research also shows that DMB advertising has the high potential to be developed in various and effective types and kinds of advertising with its media feature and technological feature. This research observing DMB advertising cases showed that DMB advertising can be divided into 6 types such as forms, purposes, techniques, advertising positions, the use of LBS(Location Based Service), coupons and it could be developed into various kinds of DMB advertising dependent on each type. On the other hands, it would be great to have continual researches and follow-ups for various types of DMB advertising and the verification of the effectiveness for DMB advertising by performing potential DMB advertising.

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