• Title/Summary/Keyword: 뉴-미디어

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A Study on A Tablet-PC Based Application Design For Self-examination of Dementia (치매 자가 진단을 위한 태블릿 PC용 어플리케이션 설계 연구)

  • Ryu, Neung Hwa;Park, Seung Ho
    • Design Convergence Study
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    • v.13 no.2
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    • pp.143-164
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    • 2014
  • In this study, we suggest a tablet-PC based application as an instrument for self-examination of dementia and aim to evaluate its usability for the practical use. The tool for the self-diagnosis of dementia is testing a person's sentence comprehension, which is investigated by the accuracy of a sentence-picture matching task, and the result of the test can differentiate individuals with dementia of Alzheimer's type from normal aging population. According to its use for diagnosis of dementia, we developed a new version of sentence-picture matching task by a cooperative study with NABLE(Neurogenic communication And Brain Lab at Ewha) and applied to the application as a main function. Targeting the New Silver who are preliminary aged people in Korea, this application can provide them with three values: 'self-', 'easy', and 'simple'. When using this application, users can gain these values by an instruction manual with the recorded guide voice, easy-to-use functions and the simplified menu structure of it. After prototyping, we conducted the usability test and it was proved as a result that the New Silver users can easily operate the application by themselves.

Color Path : A Location Based Drawing and Storytelling Project (위치기반의 드로잉과 스토리텔링 연구)

  • Woo, Suk-Young;Park, Seung-Ho
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.65-78
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    • 2007
  • The mobile phone and wireless network, location based technology and other newly introduced technologies and communication media gave birth to the new terminology "ubiquitous" and are changing our daily life. Influence of such technologies and communication media is not an exception in the arts. New media art pieces using these technologies are increasing, and taking on the characteristics of public art within a wider scope of a city as a backdrop, beyond the traditional boundaries of art galleries. Of such art, locative media art using locative media has a closer relationship with city space than any other form of an, and makes various attempts to allow the spectator to reinterpret and experience city space and induce communication. These characteristics of locative media art can be considered as a method that can solve quality problems of the city space, especially the loss of the sense of place and the absence of communication. is one such locative media project with a purpose of solving quality problems of city space, especially the recovery of commercial sites and inducing communication. This project uses the paths of the city as its canvas, movement of people as its brush, the color of the roads as its pallet, and by allowing the partakers to draw paths of their own and to share their paths with others. People are encouraged to share stories about their paths. The project proceeds using barcodes that are frequently used commercially. When users wish to create their own place, they can enter their place and colors of their choice using input devices installed in the city space. Paths that are created through such a process will be displayed in public areas throughout the city, shared with others, and can create and share a stories about the city using on/off-line media.

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A Study on the Design Tendency of Contemporary Architecture Introducing New Media Art Concept - Focusing on the change for way of information transmission change and media development - (뉴 미디어 아트의 개념을 도입한 현대 건축의 디자인 경향에관한 연구 - 미디어 발전과 정보 전달 방식의 변화를 중심으로 -)

  • Cho, Kyoung-Soo;Woo, Ji-Chang
    • Korean Institute of Interior Design Journal
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    • v.19 no.2
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    • pp.66-72
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    • 2010
  • The purpose of this study is to pronounce design trends in contemporary architecture collaborated with new media art concept. Currently, the prevalence of media presence has evolved perspectives on contemporary aesthetics today. To make clear demonstration on the issue, this study categorized new media art's expressional characteristics applied in the contemporary architectural design in conjunction with analytical researches on typologies and expressional characteristics appear in new media art. More specifically, the study selected architects who adopted new media art's expressional characteristics into their works from the year 2000 and performed analytical case studies with regard to the effect of the new media art into their architectural practices. By following methodologies mentioned above, conclusively the study categorized distinct expressional characteristics appears in contemporary architecture as a result of merging with new media art. The characteristics of the new media art appeared in contemporary architecture are categorized into three groups such as the design controlling external environment, the design utilizing web environment and the design participated by users. These observation could be translated that architects could present interactive design between users and building as a result from architect's capability of designing protocols which generate variable forms, colors and patterns in architecture. In particular, architecture utilizing web environment has characteristic capability of configurating user's program in virtual space. Also it is anticipated to suggest new patterns in generating architectural programs and forms. These patterns would not recognize the city merely as an incident or fragmented image but would configurate forms and images constructed by individual notional character. In conclusion, the architecture itself is expected to perform as media to open up opportunities that enables to contribute in expediting interactions among environment, users, and buildings by deviating from perspectives of representation as an object expressed in modernism architecture or as a classical decoration in post-modernism architecture in the past era.

A RAM-based Cumulative Neural Net with Adaptive Weights (적응적 가중치를 이용한 RAM 기반 누적 신경망)

  • Lee, Dong-Hyung;Kim, Seong-Jin;Gwon, Young-Chul;Lee, Soo-Dong
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.216-224
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    • 2010
  • A RAM-based Neural Network(RNN) has the advantages of processing speed and hardware implementation. In spite of these advantages, it has a saturation problem, weakness of repeated learning and extract of a generalized pattern. To resolve these problems of RNN, the 3DNS model using cumulative multi discriminator was proposed. But that model does not solve the saturation problem yet. In this paper, we proposed a adaptive weight cumulative neural net(AWCNN) using the adaptive weight neuron (AWN) for solving the saturation problem. The proposed nets improved a recognition rate and the saturation problem of 3DNS. We experimented with the MNIST database of NIST without preprocessing. As a result of experimentations, the AWCNN was 1.5% higher than 3DNS in a recognition rate when all input patterns were used. The recognition rate using generalized patterns was similar to that using all input patterns.

A Study on the Trend and the Cultural Phenomenon of Mukbang (먹방의 유행과 문화현상 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.68-85
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    • 2020
  • Mukbang, which appeared through the new media platform in the early 2000s, reflected the life of the young generation who had to eat alone in the face of deteriorating socio-economic conditions. Many young people were able to watch Mukbang together, and gain comfort by establishing a virtual community of everyday life with those who suffered similar difficulties. Since then, Mukbang has evolved into various forms, reflecting the society and also accommodating the needs of viewers, and now it has become a global phenomenon, not just in Korea. Early research focuses on the phenomenon as a bizarre side that appears in the early stages rather than the growth and change of Mukbang, and deals with it in a limited way. This article critically examines these limitations, and examines how the growth and development of Mukbang interacted with the social change process, and how the uniqueness of Mukbang could emerge in the characteristics of the new media. Through this, we will be able to look at the context of the growth of Mukbang as a global phenomenon and the impact on the legacy media.

컴퓨터 Animation의 임펙트(Impact)한 표현의 사례에 관한 연구(Softimage 3D Animation을 중심으로)

  • 김정반;김관음
    • Archives of design research
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    • v.21
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    • pp.173-182
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    • 1997
  • Technology represented by computers has made a ne w word, communication technology, and now we are at the time of opening New-Media, Multimedia, which sou nd a little unfamiliar. As the use of computers in produ cing movies, games and advertising commercial films in creases, very realistic and various transmission of infor mation is possible. This study has a purpose to suggest some possibilitie s by using softimage 3D Animation operated in the wor kstation which has an excellent function in producing co mputer animation Frist of all, I grasped the contents of light and textur e for an effective expression, the characteristics and ere ation methods of Motion Module which is the base of S oftimage 3D, and suggested general using plan through some examples of impact expression in computer animat ion to plan more lively production of computer artists, a nd produce quality products by grasping the adaptability and merits and demerits of the technique

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A Proposal for the curriculum of Filmic MediaStudy Concentrated on New Media (영상디자인 교과과정 연구)

  • 김종덕
    • Archives of design research
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    • v.9
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    • pp.301-320
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    • 1994
  • Filmff.V. is one of the most poweful media in the modern society. Its influnces on economics, culture, and social behavior are being extened more and more. By the growth of mutimedia market and existing film/T.V. market which are nurtured by the modern technology, filmff.V. culture became a giant influencial element. Filmff.V. culture in Korea did not settle down in right position, because of the uncontrolled implant and imitation of foreign film/T.V. culture under the short time of developing our own film/T.V. culture to support exploding technical aspects. A systematic filmff.V. education and financial investment are needed urgently to produce our own creative film/T.V. programs, and review on our filmff.V. culture and educational system are needed also to make a right understanding of filmff.V. media. In this proposal, I discuss the differences of educational system and curriculum between Korean filmff.V. educational institute and foreign countries'. Through this discussion, I sample a futuce oriented filmff.V. educational system and curriculum.

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Competitiveness of Cable TV in the Multiplatform Media Marketplace (멀티플랫폼 시대 케이블 TV의 경쟁력 강화방안)

  • Ryu, Seung-Kwan;An, Su-Keon
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.142-153
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    • 2012
  • This study investigated a current situation of cable TV in order to seek and suggest cable TV's competitive superiority in the era of multiplatform media marketplace. This study suggested cable TV's direction from two aspects, short-term and mid and long-term strategies. As a result, it recommended that cable TV industry need to establish content circulation representatives, and reinforce multiformat contents suitable for various multiplatform uses, digital cable promotion, production of SO's originated programs, HD VOD, bundling services and diverse programs. As a long-term strategy, this study also suggested cable TV industry need to cooperate with smart TV industry in order to widen openness of its platform, and to provide not only diverse contents but also applications by offering two-way, mobile, and on-demand contents and services. Finally, this study proposed cable TV is needed to move towards a comprehensive media portal, which is a contents aggregator with the aforementioned business strategies.

A Study on Object Design Based on the Interaction of New Media Art (뉴미디어 아트의 상호작용성을 기반한 오브제 디자인 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.407-417
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    • 2020
  • Modern art is undergoing drastic changes due to the development of digital media. In a digital media-based environment, writers are producing new works that share artistic values and experiences with audiences. In this study, it is the production of a work on interactivity that combines cutting-edge digital technology with objects. When a viewer touches an object, an LED screen connected to the object is completed. Prior to the production of the work, for theoretical consideration, the research was focused on academic paper materials, professional books at home and abroad, and internet analysis. The production of the work used Arduino and presented production circuits and programming sources for the artists to apply to the production of the work. This study is meaningful in presenting new values and possibilities in the expression of objet works.

Thoughts on Chinese New Media Dance Triggered by the Use of 'Bullet Time' in the Premiere of "Dance Smash" (댄스 스매시 프로그램에 적용된 불릿타임의 효과와 중국 뉴미디어 무용의 과제)

  • Chen, Jinjing
    • Trans-
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    • v.8
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    • pp.79-93
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    • 2020
  • The main purpose of this article is to discuss the impact of "Dance Smash" TV show on Chinese dance, which uses the combination of dance and new media technology as the core content of the program. "Dance Smash", as a dance communication TV program for the public, first considers the entertainment attributes of variety shows. Spread the dance art on the basis of meeting the public's aesthetic needs, thereby expanding the popular living space of dance art. The use of 'moment of the storm' has let the general audience of non-dance majors feel the technical charm of dances, thus playing a healthy promotion role. However, whether "Bullet Time", a type of dance program that has had a successful case in the West, can also have a positive impact on the mass communication of dance in the localization of China, this is what questions and seeks of this article.

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