• Title/Summary/Keyword: 디지털콘텐츠 기술 가치

Search Result 151, Processing Time 0.029 seconds

Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
    • /
    • v.29 no.5
    • /
    • pp.127-160
    • /
    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.

The Development of Remote Monitoring Technology for URC Robot (URC 로봇 원격 모니터링기술 개발)

  • Kim Joo-Man
    • The Journal of the Korea Contents Association
    • /
    • v.6 no.8
    • /
    • pp.8-19
    • /
    • 2006
  • In the ubiquitous environment, the real-time remote control and monitoring technology for intelligent robot creates service as a sharable and independent of time-location for various contents to get from a sensor or camera of the robot. In this paper, We propose the real-time monitor and control mechanism for intelligent robot called URC(Ubiquitous Robotic Companion). URC are intelligent robots designed as to interact with external digital device that can communicate through wire or wireless by integration the network and information technology into traditional robot. It has been carried out by implementing this technology into the target robot called ISSAC4 and proving its practical worth. We designed feasibly to control on remote site by web-browser. It guarantees a continuity of real-time image transferring by Client-Pull method.

  • PDF

A Research on the OASIS, an Web Archive in Korea, Revisited (웹 아카이브 OASIS의 현황에 관한 연구)

  • Yoon, Cheong-Ok
    • Journal of Information Management
    • /
    • v.42 no.3
    • /
    • pp.95-116
    • /
    • 2011
  • The purpose of this research is to examine the characteristics and problems of the OASIS, an web archive, developed and operated by the National Library of Korea. An analysis of 55 websites collected in seven subject areas, including 'Philosophy', 'Religion', 'Literature', 'Social Sciences-Politics', and 'Technology-Technology' in the OASIS website shows the following problems: lack of balance in subject distribution, lack of authority or scholarly value of some contents, unclear application of selection criteria for personal creators/publishers, ambiguous definition of 'archiving', and inappropriate counting of collection and usage statistics. Some comprehensive and systematic efforts to improve the OASIS contents seem to be urgently needed.

Editorial Design for Effective Research Report of Excavating Cultural Properties (효과적인 문화재발굴조사보고서를 위한 편집디자인)

  • Byun, Ji-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.11
    • /
    • pp.167-174
    • /
    • 2007
  • We are depending on tedious work by hand with tremendous time and effort in order to measure drawing of relics and remains despite of advanced computer and editing technology. Also, it is necessary to improve a designing element in the research report of cultural properties although we have more editorial and technical skills than we have done. The purpose of this article is to help to develop an aesthetic element and measurement of drawing of relics and remains for the effective editing in the current cultural properties research report. At the same time, through the gradual improvement of 3D scan and photographing techniques, research report of cultural properties will create database with useful and valuable material and provide aesthetic and efficient information.

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

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.2
    • /
    • pp.137-146
    • /
    • 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.

A Study on the Analysis of Policy PR Content Using Digital Platform - Focusing on YouTube Analysis by Five Government Departments (디지털 플랫폼을 이용한 정책 홍보 내용분석 연구 정부 5개 부처의 유튜브 분석을 중심으로)

  • Yu, Hyun-Joong;Jeong, Hyeon Ju;Kim, Won-Han
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.595-603
    • /
    • 2023
  • Recently, many public institutions have been conducting promotional activities using digital platforms. Communication methods using digital platforms have a very important meaning in that they can create new values that did not exist before by connecting and sharing information with various users. To this end, we tried to analyze YouTube videos of five government ministries and examine them. As a result of YouTube analysis by government ministries, most of them were mainly used as channels for policy promotion, and many were used as channels for new information. Although the message is delivered through the production of various contents, it was possible to look at cases where the target as a channel for communication was not clear and the purpose was unclear. In order to communicate with the people, it should be used as a channel for communication through content suitable for clear target setting and purpose.

The Change of Industrial Structure and Public Interest as to the Convergence of Broadcasting and Telecommunications (방송통신 융합에 따른 산업구조의 변화와 공익성)

  • Joo, Chung-Min
    • Korean journal of communication and information
    • /
    • v.36
    • /
    • pp.109-132
    • /
    • 2006
  • It is difficult to found the concept of public interest properly, being ambiguous to distinguish media and service as to the convergence of broadcasting and telecommunications. Accordingly, it is necessary to found the concept of public interest not related to the character of media and service in the age of digital convergence. Therefore this study intended to re-found the concept of public interest, as to industrial changes in the age of convergence of broadcasting and telecommunications. The convergence of broadcasting and telecommunications causes the changes of value chain, which includes contents, platform, network, terminal. It could not help avoiding modifying the industrial structure of broadcasting and telecommunications, because of the changes of value chain. The changes of industrial structure needs the changes of ideology, regulatory policy, regulatory system, and it creates the foundation of new regulatory idea. The purpose of regulatory idea in the age of digital convergence is to practice public interest, and it is an ultimate purpose to increase consumers' welfare. Consequently, for increasing comsumer' welfare, it is necessary to achieve diversity, fairness, objectivity, the preservation of social value in the aspect of contents. Also in the aspect of platform, it is necessary to achieve the protection of privacy, consumer protection, harmful information blocking, and in the aspect of network, it is necessary to achieve the maintenance of secure network, fair competition. Finally, in the aspect of terminal, it is necessary to achieve the maintenance of compatibility, the solution for digital divide. Then regulatory policy of each value chain from a legal and institutional perspective, should be promoted to provide public interest, step by step.

  • PDF

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
    • /
    • v.11 no.1
    • /
    • pp.423-430
    • /
    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

Portable Network Traffic Probing System using Embedded Device (임베디드 디바이스를 이용한 포터블 네트워크 트래픽 탐지 시스템)

  • Song, Jeo;Yun, Da Young;Lee, Sang Moon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2014.01a
    • /
    • pp.15-18
    • /
    • 2014
  • 하루가 다르게 최신의 기술이 쏟아져 나오는 정보화 시대에 들어서면서, 세계 ITC 분야는 디지털 기술과 유무선통신에 근간을 둔 인터넷의 확산으로 반도체, 컴퓨터, 콘텐츠 미디어, 정보가전 등 다양한 산업 분야가 융합되어 새로운 부가 가치를 창출하기에 이르렀다. 특히, 스마트 시대를 살아가는 우리의 일상생활은 모바일은 물론 일반적인 PC등을 사용한 인터넷 중심의 네트워크와 커뮤니케이션이 중요시 되고 있다. 이러한 시대의 흐름은 인프라 측면에서 네트워크의 트래픽을 폭증시키고, 많은 보안적인 문제를 야기하고 있다. 이에 임베디드 디바이스를 이용하여 네트워크를 운영하는 관리자에게 큰 도움을 주고, 업무 효율성을 높일 수 있는 포터블 형태의 네트워크 트래픽 탐지 시스템을 연구하게 되었다.

  • PDF

Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.259-280
    • /
    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.