• 제목/요약/키워드: 뉴-미디어

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Comparison of Public Warning between NHK and KBS in Tohoku Earthquake (동일본 대지진에서 나타난 NHK와 KBS의 재난방송 비교)

  • Lee, Yeon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.143-147
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    • 2011
  • 3월11일 오후 2시46분경 일본 동북지역을 중심으로 M. 9.0 규모의 동일본대지진이 발생해 수많은 희생자가 나왔다. 지진발생 후 쓰나미가 일어나 방사선이 대량으로 유출되는 등 일본사상 최대의 국가적인 복합재난이 일어났다. 그럼에도 불구하고, 일본인들이 침착함을 잃지 않은 시민의식에 대해 세계 시민들은 극찬을 아끼지 않았다. 우리나라도 국가적으로는 대형 재난발생 시를 대비하여 행정안전부, 방송통신위원회, 소방방재청, 기상청, KBS, 재난전문가 등으로 구성된 가칭 "긴급재난방송협의회" 같은 것을 구성하여 긴밀하게 재난정보를 교환하는 유기적인 협력체제구성이 필요하다. 또, 나아가서는 이들 관련 부서에서는 재난방송 전담관을 두어 재난방송에 적극적으로 대처하여야 할 것으로 본다. 정부도 KBS에 대해 대폭적인 지원을 아끼지 않아야 하겠지만, KBS 또한 지금까지의 대응 자세에서 벗어나 "재난방송의 선진화"를 위해 재난방송시스템을 새로 구축해야 할 것이다. 마지막으로 KBS는 NHK의 지상파방송과 같이 KBS 위상에 걸 맞는 재난방송시스템을 구축하는 한편, 디지털시대에 있어서의 뉴 미디어를 이용하여 DMB나 스마트 폰, SNS 등을 이용한 각종 재난경보체제를 선도해야 할 재난주관방송사로서의 의무가 있다. 그것이 곧 공영방송의 본연의 임무이자 국민의 생명과 재산을 지키는데 최선을 다하는 길이다.

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Case Analysis for the Emotional Communication Contents of New Silver Generation (뉴 실버세대의 감성 커뮤니케이션 콘텐츠 사례 분석)

  • Yun-Ji Jeong;Min-Seong Yu;Joo-Young Oh;Hyeon-Seok Hwang;Won-Whoi Hun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.23-28
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    • 2024
  • This study focuses on investigating and exploring solutions to problems related to the increase in the elderly population in modern society where aging is rapidly progressing. With the advent of an aging society the elderly population requires more attention and support. In response companies are attempting to provide elder care services using AI and robotic technology. These services can assist seniors not only with health management and daily life care but also with emotional health aspects. This paper analyzes various elder-related technologies available in the current market investigates their pros and cons and potential for development. The paper concludes that companies need to develop and provide more AI and robot-based elder care services to solve aging problems. Such services can alleviate social and emotional issues in an aging society enhancing the quality of life for seniors.

A Literature Review on Media-Based Learning in Science (과학과 미디어 기반 학습 관련 문헌 연구)

  • Byun, Taejin
    • Journal of The Korean Association For Science Education
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    • v.37 no.3
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    • pp.417-427
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    • 2017
  • Media is the medium that impart information beyond time and space. They refer to characters or images that serve as means to convey information. From old media such as newspapers and television to new media such as the internet and smart phones, media has developed cumulatively with the development of technology. The goal of media education is to develop the understanding of the properties of media, the ability of critical interpretation of media and selective acceptance. Furthermore it is to cultivate the ability to express meaning creatively and communicate through media. I carried out 'the research of Korean classroom instruction models based on media' with Korean language and social studies education researchers from July 2016 to December 2016. This study is a fundamental study of the project. Based on 58 research papers published between 2006 and 2016, research trends and factors were extracted through literature studies related to media-based science learning. The Result has shown that the studies related to media-based science learning is on the rise, and more than half of all researchers studied about elementary school students. The studies were divided into research on students, research on teachers and pre-service teachers, research on smart devices or media contents, and research on the development of digital textbooks. Among the four variables, there were many researches related to students' cognitive and affective development, and the development and application of media contents.

The Need and Improvement Direction of New Computer Media Classes in Landscape Architectural Education in University (대학 내 조경전공 교육과정에 있어 새로운 컴퓨터 미디어 수업의 필요와 개선방향)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.1
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    • pp.54-69
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    • 2021
  • In 2020, civilized society's overall lifestyle showed a distinct change from consumable analog media, such as paper, to digital media with the increased penetration of cloud computing, and from wired media to wireless media. Based on these social changes, this work examines whether the use of computer media in the field of landscape architecture is appropriately applied. This study will give directions for new computer media classes in landscape architectural education in the 4th Industrial Revolution era. Landscape architecture is a field that directly proposes the realization of a positive lifestyle and the creation of a living environment and is closely connected with social change. However, there is no clear evidence that landscape architectural education is making any visible change, while the digital infrastructure of the 4th Industrial Revolution, such as Artificial Intelligence (AI), Big Data, autonomous vehicles, cloud networks, and the Internet of Things, is changing the contemporary society in terms of technology, culture, and economy among other aspects. Therefore, it is necessary to review the current state of the use of computer technology and media in landscape architectural education, and also to examine the alternative direction of the curriculum for the new digital era. First, the basis for discussion was made by studying the trends of computational design in modern landscape architecture. Next, the changes and current status of computer media classes in domestic and overseas landscape education were analyzed based on prior research and curriculum. As a result, the number and the types of computer media classes increased significantly between the study in 1994 and the current situation in 2020 in the foreign landscape department, whereas there were no obvious changes in the domestic landscape department. This shows that the domestic landscape education is passively coping with the changes in the digital era. Lastly, based on the discussions, this study examined alternatives to the new curriculum that landscape architecture department should pursue in a new degital world.

The Research of New Multimedia Design Development on Internet - Focus on the Type - (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 - 서체의 활용을 중심으로 -)

  • 류성현;신계옥;이은주;이현주
    • Archives of design research
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    • v.11 no.3
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    • pp.47-55
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    • 1998
  • Homepage design on the Web is incredibly growing fast as the integrative information method than any other media. At the beginning the homepage was designed by text mostly, however, it has been changed to use the multimedia. Design in the Web is changed by the development of computer technology. Rnal destination of Web is an user platform that consists of pixel of monitor screen. Monitor requires different approach from printing material because of the limited of range of presentation and the property of light. This paper has studied to find the possibilities of expression of type which can be the basic structure for HTML. By the case study of homepage, it has analyzed the kind of types, presentation method, the number of frequency, and variation of design.

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A Study on Game Satisfaction and Game Balance of MOBA Game in New Season Update (MOBA 게임 뉴시즌 Update를 위한 게임 만족 및 밸런스 연구)

  • Li, Jing;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1161-1170
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    • 2021
  • The MOBA game is updated every year with a new season, the new season update brings fun to the game users and also makes them feel unfamiliar with the new gameplay. In order to let game users better adapt to the new season, this study will extract the new season balance evaluation factors. Firstly, we used one-on-one review to collect the unbalanced factors that game users had encountered at the beginning of the new season of the MOBA game, and secondly, we organized the collected review data into a questionnaire and conducted a survey. The first step of the experiment was to filter out the lower factors through exploratory factor analysis and extract the balance evaluation factors of the MOBA game new season. The second step of the experiment was to examine the correlation between the factors through confirmatory factor analysis, as well as to confirm the appropriateness and explanatory value of the factors. The analysis resulted in "Game character experience", "Game view's expression", "Game level", and "Composition of the game setting" are the four factors. Finally, through correlation analysis, the most relevant factor for game satisfaction is the "Game character experience", and each factor is correlated with each other.

A study on the application of new media for performing art -Focused on interactive performing art (공연예술에서 뉴 미디어 활용에 관한 연구 -공연영상예술을 중심으로-)

  • Moon, ha na;Lee, jae joong;Park, jin wan
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.88-90
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    • 2010
  • 인터넷과 디지털 매체는 정보교류의 편의성과 복제가 가능한 매체로 사람들 간의 의사소통 방식의 변화를 가져왔다. 이러한 매체의 발전으로 이미지와 영상으로 소통하는 새로운 커뮤니케이션 문화가 형성되고 문화예술영역의 표현수단의 변화로 확산되었다. 영상매체에 친숙한 현대인들에게 맞춰 공연예술에서도 공간의 제한성에서 벗어나 영상이 접목된 작품들이 기획되고 있으며, 공연 영상이라는 새로운 커뮤니케이션 방식을 창출해 내고 있다. 본 논문은 공연예술의 고유한 영역과 더불어 다양한 장르가 통합된 독창적인 형태의 공연사례를 분석하고자 한다.

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김은주의 테마포토: 첫번째 - 풍경사진(Landscape Photography)

  • Kim, Eun-Ju
    • The Optical Journal
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    • s.131
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    • pp.50-53
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    • 2011
  • 사진의 발명 초기, 가장 널리 촬영되었던 것이 풍경사진이다. 풍경사진의 역사는 사진술의 발명가인 조세프 니세포르 니에프스의 세계 최초 풍경사진 <르 그라의 집 창에서 내다 본 조망, 1827년>부터 정치적인 목적으로 촬영된 비송형제의 알프스에서 찍은 풍경사진, 미국의 근대 사진을 이끌었던 알프레드 스티글리츠의 구름을 주제로한 <이퀴벌런트 Equivalent) 시리즈, 리얼리티에 입각한 'f64' 그룹, 현대의 풍경을 표현했던 '뉴토포그래픽스' 작가에 이르기까지 다양하며 광범위하다. 이렇듯 풍경사진은 자연이나 인공적인 풍경을 담아내는 일차적인 표현 방법을 넘어서 그 시대와 목적에 따라 달리 표현되며 작가 자신의 내면적 세계를 담아내는 행위이다. 글로벌한 1인 미디어가 대거 등장하면서 사진은 더욱 친숙하고 밀접하게 다가온다. 그 중 대표적인 것으로 여행에서의 풍경사진을 꼽을 수 있다. 우리는 개인이 직접 접해보지 못했던 대자연의 장엄함과 시골의 소박한 자연풍경을 사무실과 거실의 모니터 앞에서 쉽게 감상할 수 있다. 그러나 이 아름다운 풍경을 촬영자의 내면 그대로 담아내는 일은 좀처럼 쉽지 않다. 우리의 눈과 마음으로 바라보는 3차원 또는 4차원의 풍경을 사진이라는 2차원적 평면으로 표현할 수 있는 기본적인 촬영방법을 알아보자.

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Application of variable indexed colors for game development of portable (hand-held) devices (가변 인덱스 컬러를 이용한 뉴 미디어 기기용 게임 제작 방법)

  • Jung, Jong-Pil;Kim, Chee-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.131-134
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    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents that the new possibility of variable indexed color palettes to overcome the low hardware capacities.

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Discussions about Expanded Fests of Cartoons and Multimedia Comics as Visual Culture: With a Focus on New Technologies (비주얼 컬처로서 만화영상의 확장된 장(場, fest)에 대한 논의: 뉴 테크놀로지를 중심으로)

  • Lee, Hwa-Ja;Kim, Se-Jong
    • Cartoon and Animation Studies
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    • s.28
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    • pp.1-25
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    • 2012
  • The rapid digitalization across all aspects of society since 1990 led to the digitalization of cartoons. As the medium of cartoons moved from paper to the web, a powerful visual culture emerged. An encounter between cartoons and multimedia technologies has helped cartoons evolve into a video culture. Today cartoons are no longer literate culture. It is critical to pay attention to cartoons as an "expanded fest" and as visual and video culture with much broader significance. In this paper, the investigator set out to diagnose the current position of cartoons changing in the rapidly changing digital age and talk about future directions that they should pursue. Thus she discussed cases of changes from 1990 when colleges began to provide specialized education for cartoons and animation to the present day when cartoon and Multimedia Comics fests exist in addition to the digitalization of cartoons. The encounter between new technologies and cartoons broke down the conventional forms of cartoons. The massive appearance of artists that made active use of new technologies in their works, in particular, has facilitated changes to the content and forms of cartoons and the expansion of character uses. The development of high technologies extends influence to the roles of appreciators beyond the artists' works. Today readers voice their opinions about works actively, build a fan base, promote the works and artists they favor, and help them rise to stardom. As artist groups of various genres were formed, the possibilities of new stories and texts and the appearance of diverse styles and world views have expanded the essence of cartoon texts and the overall cartoon system of cartoon culture, industry, education, institution, and technology. It is expected that cartoons and Multimedia Comics will continue to make a contribution as a messenger to reflect the next generation of culture, mediate it, and communicate with it. Today there is no longer a distinction between print and video cartoons. Cartoons will expand in every field through a wide range of forms and styles, given the current situations involving installation concept cartoons, blockbuster digital videos, fancy items, and characters at theme parks based on a narrative. It is therefore necessary to diversify cartoon and Multimedia Comics education in diverse ways. Today educators are faced with a task to bring up future generations of talents who are capable of leading the culture of overall senses based on literate and video culture by incorporating humanities, social studies, and new technology education into their creative artistic abilities.