• Title/Summary/Keyword: 디지털 콘텐츠 유형

Search Result 296, Processing Time 0.028 seconds

A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.575-584
    • /
    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.9
    • /
    • pp.212-224
    • /
    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

The Effect of Digital Signage Content Appeal Type and Interactivity on Attitude and Memory (디지털 사이니지 콘텐츠 소구 유형과 상호작용성이 태도와 기억에 미치는 효과)

  • Lim, Jae-Moon
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.21-27
    • /
    • 2019
  • The study empirically analyzed the effects of content attitudes and recall on digital signage advertising appeal (information appeal vs. image appeal) and interactivity level (low vs. high). As a result, first, it was found that a moderately low level of interactivity had a positive effect on content attitudes and recall than when the level of digital signage was extremely high. In addition, at moderately low levels of interactivity, information appeals had higher content attitudes and recalls than image appeals. Second, the content of image appeal has a positive effect on attitude when the digital signage level of interactivity is high, and the image recall ad and information appeal ad have negative effects on recall. Third, the low level of interactivity of digital signage has a positive effect on the content attitude and recall of information appeal. With the advent of digital media in recent years, concerns about how to construct the level of interactivity and information content on a strategic level are increasing in practice. The results of this study are expected to suggest the direction of the strategic grounds for this.

An Analysis of Convergence Motivations and Patterns in Contents Industry (콘텐츠산업의 융합 동인 및 유형 분석)

  • Rim, Myung-Hwan
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2013.05a
    • /
    • pp.415-416
    • /
    • 2013
  • 콘텐츠산업은 과학기술 발전 및 정보통신 확산으로 디지털 수요가 크게 늘어남에 따라 거대한 융합산업으로 변화하고 있다. 특히 문화기술 고도화, 실감-체험형 콘텐츠 수요 증가, 다양한 스마트기기 보급 확대, 문화예술 기반 사회생활, 콘텐츠 비즈니스 모델 확대 등은 콘텐츠산업의 융합 동인으로 작용하여 시장을 성숙시키고 있다. 콘텐츠산업의 융합 동인과 유형을 분석하는 것은 국가 차원에서 콘텐츠 산업육성 및 기술정책의 근간으로 매우 중요하기 때문이다. 본 연구는 콘텐츠산업의 융합 현상을 강화, 확장, 결합, 창조의 4가지 경로로 파악하였으며, 융합 유형으로서 장르 융합형(콘텐츠와 콘텐츠), 산업 융합형(콘텐츠와 산업), 기술 융합형(콘텐츠와 기술)의 3가지 형태로 분석하였다.

  • PDF

Analysis of Emoticon-based Character Contents Utilization in Social Network Service Environment (사회 관계망 서비스 환경에서 이모티콘 기반 문자 콘텐츠 활용 분석)

  • Ko, Kwang-Man
    • Journal of Digital Contents Society
    • /
    • v.18 no.1
    • /
    • pp.231-238
    • /
    • 2017
  • Today, as a means of online communication, the use of emoticons is activated in SNS. Emoticon is an important element to share impact effects and fun together with various content design attempts. In this paper, we analyze the expression patterns changed through development process of emoticons, and analyze characteristics and effects of emoticons which are combined with traditional culture among the types of emoticons currently used.

Design of Digital Broadcasting Data Service showing Supplementary Information of each Type of ID Advertisement (ID 광고의 유형별 부가정보를 보여주는 디지털방송 데이터서비스 설계)

  • KO, Kwangil
    • Journal of Digital Contents Society
    • /
    • v.19 no.9
    • /
    • pp.1671-1677
    • /
    • 2018
  • The advertisement market is an industry that is heavily influenced by media changes. As the digital broadcasting has settled, TV, a typical advertisement medium, has evolved from a passive content consuming medium into a platform for operating various data services as well as broadcasting programs. These changes mean that viewers are able to actively consume TV contents including advertisement, so the broadcasting industry needs to consider about the growth strategies that link the advertisement market with data services. This study designed a digital broadcasting data service that provides supplementary information of ID advertisement with short exposure time (less than 10 seconds) and insufficient space (less than 1/4 of TV screen). Specifically, we designed the user scenario and user interface of the data service, defined representative types of ID advertisement and the supplementary information for each type, developed a method, based on the international digital broadcasting standard DVB, for providing the supplementary information to the data service.

A Study on the Evaluation Criteria for Setting up the Priority of Archiving Different Types of Digital Contents (과학기술 분야 콘텐츠 유형별 아카이빙 우선순위 결정을 위한 평가기준의 설정에 관한 연구)

  • Kim, Jin-Mook;Choi, Jae-Hwang;Kwak, Seung-Jin
    • Journal of Information Management
    • /
    • v.43 no.2
    • /
    • pp.1-22
    • /
    • 2012
  • The purpose of this study is to provide a theoretical basis for archiving the digital contents in Science and Technology. We first examined the evaluation criteria for archiving different types of digital contents by using quantitative research methods, like a user survey. We then further investigated how participants perceived each evaluation criterion by adopting qualitative research methods, like a focus group discussion. Also, we presented an evaluation model for setting up the priority of digital archiving among various types of digital contents.

Measurement and Operational Strategies for Digital Contents Business Model (성공적인 디지털콘텐츠비즈니스모델 구현을 위한 평가모형 및 대응전략)

  • 주희엽;최용석;권혁인
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2004.10a
    • /
    • pp.335-342
    • /
    • 2004
  • 디지털콘텐츠는 인터넷 기반 사업 분야의 핵심요인으로 인지되어져 왔다. 디지털콘텐츠 산업은 인터넷 등의 매체를 통해 가치 확산이 빠르게 이루어질 수 있으나 유통 과정의 문제로 인해 사업적 성공을 기대하기는 쉽지 않다. 현재까지 제시된 관련 사업모델은 오프라인 상에서 진행되어 온 유형재(Goods)나 서비스 모델을 반영하여 디지털콘텐츠 분야의 성공적인 사업화를 위한 필요요소를 적극적으로 반영하지 못하여 왔다. 본 연구에서는 디지털콘텐츠의 사업적 성과 향상 및 부가가치 창출을 위해 고려하여야 할 요인을 반영한 사업모델과 그 평가방법을 제시하였다. 또한 제시된 사업모델의 성공적 운영을 위한 전략을 환경에 따라 차별적으로 제시하였다

  • PDF

The Activation of e-book service (e-book 활성화 방안)

  • 조현주;안계성
    • Proceedings of the Korean Society for Information Management Conference
    • /
    • 2000.08a
    • /
    • pp.193-196
    • /
    • 2000
  • 최근 디지털 콘텐츠 산업에서 커다란 이슈가 되고 있는 e-book은 그 명칭부터 성격, 성장 가능성 등이 아직은 불분명하며, 해결해야할 기술적·정책적 과제들이 많이 남아 있다. e-book은 디지털 콘텐츠 서비스의 한 유형으로서 다양한 영역과 연계되어 있다. e-book과 관련된 주요 문제점들을 살펴보고, 다양한 측면을 고려한 활성화 방안을 모색해본다.

  • PDF