• Title/Summary/Keyword: 디지털 테크놀로지

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디지털게임의 환상성

  • Lee, Jeong-Yeop
    • Digital Contents
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    • no.12 s.151
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    • pp.64-70
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    • 2005
  • 디지털 테크놀로지의 발달에 따라 디지털게임은 지속적으로 그표현의 가능성을 넓혀왔다. 현실에서촬영할 수없는 많은 장면들이 디지털모핑(morphing)을 통해 영화의 환상적인 장면들을 대체하고 있는 경우만 보더라도 디지털기술은 이미지를 통해 표현할 수있는 한계를 극복하고 있는것이다. 불과 20년전만 하더라도 디지털게임은 현실세계에서 통용 되는 놀이들을 컴퓨터의 연산과 간단한 그래픽을 통해 상징적으로 재현한 수준에 머물렀지만, 최근 들어서는 소설이나 영화보다 더욱 방대한 데이터베이스를 갖춘 가상공간의 세계를 만들어 가고 있다.

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IT vs. IT 맞수대결 - 안철수연구소 vs. 시만텍테크놀로지

  • Korea Database Promotion Center
    • Digital Contents
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    • no.11 s.114
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    • pp.82-89
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    • 2002
  • 보안업계 최대 화두인 '통합 보안 솔루션'을 내놓고 안철수연구소와 시만텍테크놀로지가 진검승부를 벌이고 있다. '안철수연구소'는 국내 토종 보안기업으로 절대강자의 자리를 고수하고 있다. 최근 본격적으로 중국과 일본 진출 전략을 수립하며, 세계 보안업체 열 번째 자리를 차지하겠다는 포부를 밝히고 있다. 시만텍테크놀로지는 IDC의 자료를 인용하여 2001년 전세계 보안 소프트웨어 시장의 12%를 차지한 1위 업체임을 밝힌 바 있다. 수년 전까만 해도 단순 안티바이러스 업체로 여겨지던 시만텍이 이렇게 세계 1위 보안솔루션업체로 성공할 수 있었던 요인은 무엇이었을까? 다국적기업인 시만텍과 토종기업인 안철수연구소를 찾아가 보았다.

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A Study on Robotic-Laser-Welding Performance for Application of Non-Standard Steel Curtain Wall Members (비규격 스틸커튼월 부재의 적용을 위한 로봇 레이저용접 성능에 관한 연구)

  • Na, Sangho;Lee, JangHyun;Park, YoungMi;Kim, SungJin
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2021.11a
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    • pp.4-5
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    • 2021
  • In irregular curtain walls, the nominal stress required for each member varies greatly depending on the shape, so it is inefficient to design members based on the maximum required stress. Then, built-up members are absolutely necessary, but built-up members manufactured by Manpower-welding cannot be constructed in an irregular curtain wall building because it' not precise. In order to address the problems, this paper presents why Robotic-laser-welding should be used in irregular curtain walls using Gwanggyo Galleria Department Store involving 3D printing as an example. Results verify the performance of Robot-Laser-Welding as an efficient solution for precise steel curtain wall members.

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An analysis of factors which affect teachers' self-confidence in using technology for mathematics class (테크놀로지를 활용한 교사의 확신(self-confidence)에 영향을 미치는 요인 탐색)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.565-577
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    • 2012
  • Various factors affecting teachers' self-confidence exist in math class using technology such as graphic calculators. For example, internal factors such as teachers' attitude and external factors such as school administrators or colleague's support can be considered. Pedagogical Technology Knowledge(PTK) is the very important factor which determines teacher's self-confidence in educational technology, and the development of PTK is composed of teacher's perception on the technology and its application and instrumentation. This study investigated 19 pre-service and current middle and high school teachers in the respect of their change of self-confidence, attitude, expertise on pedagogical technology, and quality of math class. These are anlayzed with the concept of instrumentation and instrumentalization through various experiences like graphic calculator, GPS and AutoGraph. The result indicated that constraints or obstacles did not affect much if teachers' attitude and self-confidence were strong. Particularly teachers' firm will to learn about technology and their confidence on its value are the critical factors in using technology for mathematics class.

Research on Use of Character Animation by Robert Zermeckis and James Cameron (로버트 저메키스와 제임스 카메론의 캐릭터 애니메이션 이용)

  • Yoon, Soo-In
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.157-171
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    • 2011
  • James Cameron's Avatar was a stunning success for digital characters. Digital animation character creation was not suddenly enabled by visual technology, rather it was a result of numerous attempts of combining animation and live action film with the help of technology advancement. Two pioneers in this field are James Cameron and Robert Zemeckis. Although continuous interest and research in visual technology existed, the two directors differed in how they viewed the use of technology. The difference is demonstrated in their two recent movies which will be covered in details. How these two directors differed in their approach remains a topic of study for us who continuously are exposed on advance visual technology and our reaction to the changing nature of the industry.

Research of a Repetitive Moving Image based on the 'Difference and Repetition' Theory of Gilles Deleuze - Focusing on the Moving Image of Addidas (질 들뢰즈의 차이와 반복 이론을 기반으로 한 영상이미지 연구 - 아디다스 영상을 중심으로)

  • Hong, Jin-Young;Chun, Ji-Yoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.05a
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    • pp.644-646
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    • 2019
  • 테크놀로지의 발달로 영상 이미지는 영상 예술 뿐 만 아니라 다매체에서 디지털이미지로 전달되고 있다. 기존의 영상 이미지는 화면 프레임을 단순히 시간적 움직임을 재현하는 것이나 제한된 화면 효과를 통해 표현되었다. 그러나 테크놀로지의 진보로 인하여 디지털 미디어는 기존 영상 기법을 확장시켜 다양한 표현을 빠르고 쉽고 편리하게 구현이 가능하게 되었다. 이와 같은 기술적 진화는 결과적으로 영상 이미지가 생성하는 이미지와 이미지 사이에 생기는 이질적 간격을 복잡하고 자극적으로 끝임 없이 전달 받게 되는 상황에 놓이게 되었다. 우리에게 디지털 이미지가 생성하는 이미지의 시간성이 움직임을 어떻게 해석할 수 있는지 들뢰즈의 관점에서 살펴보고, 인식적 요소가 실질적으로 어떻게 표현될 수 있는지 실증적인 사례<아디다스 광고 영상>을 중심으로 분석해 보고자 한다.

Exploring of Elementary Pre-Service Teacher's Skills Using Technologies and Study on Instructional Models (초등 예비교사의 테크놀로지 활용역량 탐색 및 수업모델 연구)

  • Park, HakNeung;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.23 no.1
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    • pp.97-106
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    • 2019
  • Based on previous studies such as TPACK, digital literacy, and maker education, this study searched the Skills for Using Technologies required for elementary school pre - service teachers and classified them into 13 sub - factors in 5 domains. We designed and applied a project-based maker education instructional model to improve Skills for Using Technologies for first grade students at G Education University taking "technology utilization and smart life". Through interviews after the lecture and after the lecture, the ability of university students to utilize the technology was examined and the acceptance attitude was improved. We also modified the project-based maker education model based on interviews, observation logs, and mutual evaluations of college students.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

How Dense Are Rational Numbers?: An Inclusive Materialist Case Study to Digital Technology (초등학생의 디지털 테크놀로지를 이용한 유리수 조밀성 탐구 사례 분석: 포괄적 유물론에서의 접근)

  • Kim, Doyen;Kwon, Oh Nam
    • Education of Primary School Mathematics
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    • v.21 no.4
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    • pp.375-395
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    • 2018
  • This study examines the influence of the bodily interaction with digital technology on meaning-making process in a mathematical activity. Increasing interest in the use of multi-touch dynamic digital technology has brought the movement of the body to the center of research focus in recent mathematics education literature. Thereby, we investigate the process in which the meaning of the density of rational numbers emerges around the bodily interaction on the multi-touch dynamic digital technology. We analyze a case of a small group of primary school students with microethnography. In the result, the students formed the higher level of meaning of the density, where the finger movement of zooming in-and-out played a crucial role throughout the meaning-maknig process.