• Title/Summary/Keyword: 뉴-미디어

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Development of Media Processing Board for Multi-Party Voice and Video Telephony using Open Source Software (공개소프트웨어 기반 다자간 음성 및 영상통화용 미디어처리보드 개발)

  • Song, HyeongMin;Kwon, JaeSik;Kim, JinHwan;Kim, DongGil
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.105-113
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    • 2019
  • Korean military uses 'Tactical information communication network' to exchange information between units. In this study, we developed a media processing board for multi-party voice and video telephony based on open source software. On the other hand, in order to apply open source software for weapon systems and parts that are mounted on weapon systems, appropriate review is required according to the weapon system software development and management manual of the Defense Acquisition Program Administration (DAPA). In this study, the analysis of the requirement items was performed and the appropriate countermeasures were proposed for the open software applied to the media processing board with respect to 'the guidelines for the application of weapon systems to open source software', an appendix to the DAPA's manual.

Desktop Documentary & Database Narrative (데스크톱 다큐멘터리와 데이터베이스 내러티브)

  • Cha, Minchol;Lee, Sanghoon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.75-86
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    • 2018
  • Desktop Documentary is a new documentary mode which uses a screen capture technology to complete the multitasking process of the creator who searches in the Internet Open Archive instead of shooting with a camera and remixes the selected multimedia contents using a computer interface. In this paper, we explore the desktop documentary that transforms potential archives into database narratives in the new media environment, converts cinematic mise-en-$sc{\grave{e}}ne$ into computational mise-en-interface, and transcends the boundaries between creation and criticism through creative mechanism as curation through stream of consciousness. We also examine the concept, type and characteristics of the desktop documentary which emerges since 2010s as an experimental attempt of new media art, a new hybrid genre of mainstream horror film, a new mode of fiction film, a new mockumentary style, and a new form of video essay and audiovisual critique.

Analysis of HYBE Insight's BTS Exhibition Content from the New Museology Perspective (뉴 뮤지올로지 관점의 하이브 인사이트 방탄소년단(BTS) 전시 콘텐츠 분석)

  • Kim, Su-Mi
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.8
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    • pp.193-202
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    • 2021
  • HYBE Insight, opened in May 2021, is an exhibition space that visually displays and re-interprets the BTS Universe and its content. The space echoes the identity of BTS as an artist and the specificity of the cultural phenomenon they have generated. This study analyzes HYBE Insight's BTS exhibition by applying new museological theories and discourses. Based on a qualitative research methodology including literature review and observational method, the primary themes of the exhibition are follows: 1) a contextualized exhibition content presenting the identity of BTS and their music, 2) the role of the fandom Army's participation in (re) producing BTS content related to the characteristic of popular music museums, 3) the elements of convergence art and its contemporary implication, 4) and the illumination of cultural value in popular music museum management. As the pivotal theory of new museology suggests, investigating a specific exhibition based on each context it has created is significant. However, those studies, including exhibitions related to popular music/artists, were mostly developed in Western nations. In this respect, HYBE Insight's BTS exhibition provides considerable room to explore. In addition to the recent research on BTS, such as their convergent artistry, socio-cultural influence, the role of Army, and the characteristics of HYBE's content management, this article aims to contribute to the multifaceted research by scrutinizing the BTS exhibition content from the new museology perspective.

Trends in Social Media Participation and Change in ssues with Meta Analysis Using Network Analysis and Clustering Technique (소셜 미디어 참여에 관한 연구 동향과 쟁점의 변화: 네트워크 분석과 클러스터링 기법을 활용한 메타 분석을 중심으로)

  • Shin, Hyun-Bo;Seon, Hyung-Ju;Lee, Zoon-Ky
    • The Journal of Bigdata
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    • v.4 no.1
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    • pp.99-118
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    • 2019
  • This study used network analysis and clustering techniques to analyze studies on social media participation. As a result of the main path analysis, 37 major studies were extracted and divided into two networks: community-related networks and new media-related. Network analysis and clustering result in four clusters. This study has the academic significance of using academic data to grasp research trends at a macro level and using network analysis and machine learning as a methodology.

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A study on Social Networks and Twitter Services (Social Networks과 Twitter 서비스에 관한 고찰)

  • Shon, Young-Woo
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.546-553
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    • 2011
  • Every day 60 million emails are sent out around the world. IT technology has given us so many ways of communicating. Technology such as twitter has the potential to give us more than just an opportunity to tell others what happened in our day. If we understand and appreciate what twitter is capable of, we can use it to instantly share our lives with others. In this paper, we introduce to the trend of web and social networks, mini blog and twitter services of digital new media age. Finally, we proposed a strategy of application for the social media and the direction of growth for twitter.

Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

The Fuzzy Wavelet Neural Network System based on the improved ANFIS (개선된 ANFIS 기반 퍼지 웨이브렛 신경망 시스템)

  • 변오성;박인규;백덕수;문성룡
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.129-132
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    • 2002
  • 본 논문은 웨이브렛 변환 다중해상도 분해(multi-resolution Analysis : MRA)와 적응성 뉴로-퍼지 인터페이스 시스템(Adaptive Neuro-Fuzzy Inference System : ANFIS)을 기반으로 한 웨이브렛 신경망을 가지고 임의의 비선형 함수 학습 근사화를 개선하는 것이다. ANFIS 구조는 벨형 퍼지 함수로 구성이 되었고, 웨이브렛 신경망은 전파 알고리즘과 역전파 신경망 알고리즘으로 구성되었다. 여기 웨이브렛 구성은 단일 크기이고, ANFIS 기반 웨이브렛 신경망의 학습을 위해 역전파 알고리즘을 사용하였다. 1차원과 2차원 함수에서 웨이브렛 전달 파라미터 학습과 ANFIS의 벨형 소속 함수를 이용한 ANFIS 모델 기반 웨이브렛 신경망의 웨이브렛 기저 수 감소와 수렴 속도 성능이 기존의 알고리즘 보다 개선되었음을 확인하였다.

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Study of strengthening Metaphor for increasing the experience of presence in internet of things -Invisibly Visible (사물인터넷에서 프레즌스의 경험증대를 위한 메타포 강화연구 -보이지 않게 보이게)

  • Kwon, yang-hee;Lyu, jae-ha;Kim, sang-wook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.97-98
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    • 2016
  • 뉴미디어 아트에서 사용자의 몰입(sensor immersion)은 작품의 메타포(Metaphor)를 강화하고, 사용자에게 프레즌스(Presence)를 증대시켜 줄 수 있는 중요한 요인이 된다. 미디어 아트 Invisibly Visible은 3D 영상콘텐츠와 함께 응답형 물리환경을 실제 공간에 제공함으로써 사물인터넷(Internet of Things) 세상에서 사람중심의 행위가 예술작품의 자연스러운 참여형태로 이루어지는 뉴 미디어 아트의 새로운 장이 될 수 있으리라 기대한다.

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Research on evaluation models for cyber resilience adoption (사이버 복원력 도입을 위한 평가모델 연구)

  • Jaeho Hwang;Hosung Oh;Sooyon Seo;Moohong Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.220-228
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    • 2023
  • 사이버 공격과 위협은 예측 불가능한 수준으로 높아지고 있어 해킹 위협을 완벽히 차단하고 예방하는 것은 현실적으로 불가능하다. 따라서 사이버 공간의 공격이 발생했을 경우 신속한 대응 및 시스템의 생존성 보장을 위해서 사이버 복원력이 필요하다. 우리는 정부, 공공기관, 기업이 사이버 복원력개념을 도입하고 내재화를 위한 평가모델을 연구하였다.

Application and Effect of Remediation in Web Design (웹 디자인에서의 리미디에이션의 활용과 효용)

  • 서현석;서종환
    • Archives of design research
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    • v.17 no.2
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    • pp.113-122
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    • 2004
  • Modern society came to enjoy dramatically advanced information technologies by the digitalization of New Media with the improvement of communication technologies and interaction between various information system and technologies. New service by web, not only text but image, audio and moving image have opened new experience possible for us. The development was possible because the web has characteristics of media making Remediation of various media possible. The web has remediated newspaper, magazines, TV, audio, movie by taking them, competing with them, attacking them and absorbing them. As a result, now we can enjoy various characteristics of different media at the Web. This study is to look into the effectiveness of Remediation at web design through various case studies. This study also is to seek more effective methods of expressions in the web and future improvement direction.

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