• Title/Summary/Keyword: 매체조합

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Painting, a direction expression study on time and space in the visual media - Focusing on Gilles Deleuze theory- (회화, 영상미디어에 나타난 시·공간 연출표현 연구 - 질 들뢰즈 이론 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.441-446
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    • 2017
  • As mentioned on the paper, this study does not tackle the issue of contention about different media mix. It rather analyzes the capability and intensity of new media created through the correlation of different media, and researches the intermediality relationship among media to create new type of fine quality media. Along with the development of digital technology, the intermediality relationship among painting, video media such as movie and animation has become active. Also, as the study examined, the mix of 'painting and movie', 'movie, animation, game' has blurred the boundary, and formed a mutual inevitable relationship. Thus, this study examined the transfer of media and correlation based on intermediality relationship insisted by Rajewski and Deleuze's theory. Deleuze's theory explains the relationship of being which analyzed the variation of media. As for the intermediality relationship of media, the study examined process of media combining and converting based on 3 types of category of Rajewski, "media combination, media conversion, intermedial relationship matching".

Incremental Excavation Analysis of Fluid-Saturated Ground (고체/유체 혼합체 이론모델에 의한 지반굴착해석)

  • 구정회;홍순조
    • Computational Structural Engineering
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    • v.6 no.2
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    • pp.17-22
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    • 1993
  • 본 고에서는 다공매체에서 고체/유체의 상호작용을 조합해석할 수 있는 유한요소모델 개발현황을 살펴보고 이를 이용하여 다공매체의 단계적 굴착 시뮬레이션을 수행할 때 현재 널리 사용하고 있는 전응력해석에 의한 결과와의 차이점을 살펴보고자 한다.

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문화속의 과학 - 새로운 매체의 예술

  • Park, Gyu-Hyeong
    • The Science & Technology
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    • v.32 no.10 s.365
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    • pp.27-27
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    • 1999
  • 과학과 기술, 통신의 급속한 발달은 새로운 매체의 예술을 가능하게 한다. 컴퓨터의 마우스를 움직여서 색상을 선정하고 원하는 선이나 형태를 선택하며 편집하고 조합하여 미술계에도 디지털미디어가 새로운 표현수단으로 이용되고 있다. 이렇듯 컴퓨터와 인터넷을 통한 예술은 새로운 세기의 문화의 상징으로 전세계를 네트워크로 구성하는 또다른 예술형태를 창조해 내고 있다.

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Outlook of the game acceptance and application in the animation, Wreck-It Ralph - Focusing on Intermediality relation - (애니메이션<주먹왕 랄프>에서 게임의 수용과 적용양상 -상호매체성 관계를 중심으로-)

  • Lim, Yong-Seob
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.419-424
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    • 2016
  • Wreck-it Ralph is the new genre of animation combining with totally different media, games. Hence, how the game, Fix it Felix, Jr. was digested in the animation to interact each other was reviewed in this article. Upon the review, Wreck-it Ralph did not refer to the images and narration structure of Fix it Felix, Jr. but to the specific motives of the game, which is referring to Intermedial individuals in making Intermedial relations. Wreck-it Ralph is the first animation to refer to the motives of the game and have the Intermedial relation with animation. In addition, it has the meanings enough to be analyzed, so we reviewed its Intermedial relation with Rajewsky's analysis frame in this article.

A Study on the Synchronization of Multimedia and Hypermedia (멀티미디어/하이퍼미디어의 동기화에 관한 연구)

  • 김민성
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.695-702
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    • 2003
  • It is necessary for us to have proper synchronization technology in order for continuous media and non-continuous media to be integrated and presented. In case of continuous media, it would be possible to convey significant information only after relevant synchronization is completed in the continuous media itself. In this thesis, I mentioned integration of these multi-media, basic notion of synchronization and synchronization technology. In order to process synchronization, I have researched into information used to fractionize methods regarding synchronization. And I have also discussed synchronization problems found in integration of continuous multi-media and through researching into case study of MHEG, I have analyzed how the synchronization of multi-media is processed and applied.

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Analysis of Educational Effects in Augmented Reality Combined Marker System (증강현실 조합형 마커시스템의 교육효과분석)

  • Ko, Youngnam;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.16 no.3
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    • pp.373-382
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    • 2012
  • Of computing skills in the field of multi-media, particularly augmented reality technology contents may provide realistic learning experiences with 3D pictures through the learners' manipulation activities. However, the marker systems in the existing studies were not well developed as to maintain the students' interest and concentration. In this study, we have designed the first lesson ("Earth and Moon") of 5th graders' science with augmented reality combined system so that we could deal with manipulation activities of the relationship between augmented objects, From the experimental study, using combined augmented reality contents made a significant difference in their learning achievement and motivation. Thus augmented reality combined system can be utilized for a variety of topics to maintain students' learning motivation.

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Feasibility Exploration of Social Cooperatives as a Community Social Work Practice Model (지역사회복지실천모델로서 사회적협동조합의 가능성 탐색)

  • Cho, Mihyoung
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.3
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    • pp.91-119
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    • 2014
  • This study explored feasibility of social cooperatives as a strategy of struggle to social exclusion in the social services area based on the relationships between people. Is social cooperatives on the Fundamental Act on Cooperatives a new type of social welfare service providers comparing the social welfare foundations and social enterprises? Would be expected as social inclusion processes effects arising from the properties of cooperative in social welfare sector? If social welfare institutions function as an intermediate medium between government and users, social cooperatives can be performed function in the community in a variety of cooperative relationships with Multiple stakeholders, e.g. various service providers, care-givers, social workers, and users, etc., conflicting the interests. In this perspective, looked the possibility of social cooperatives as community welfare practice model.

Connecting Physical Objects and Digital Information with Smart Puck and RFID (스마트 퍽과 RFID를 이용한 물리적 매체와 디지털 정보의 결합)

  • Han, Man-Cheol;Kim, Rae-Hyeon;Park, Se-Hyeong;Jo, Hyeon-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.869-874
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    • 2007
  • 본 논문에서는 CD, DVD, 책과 같은 정보 저장 매체와 디지털 환경을 조합하여, 사용자로 하여금 쉽게 정보에 접근 가능하도록 하는 시스템을 소개한다. 이 시스템에서는 RFID를 이용하여 각 물리적 정보 저장 매체를 디지털 정보와 연계하고, 연계된 디지털 정보를 직관적이고 편리하게 이용 가능하도록 하는 "스마트 퍽"이라는 인터페이스 도구를 사용하여 사용자가 컴퓨터와 상호작용할 수 있도록 한다. 시스템은 PDP 기반의 테이블 디스플레이 장치, 그 위에 나타나는 정보와 직접적이고 직관적인 인터랙션이 가능한 인터페이스 도구인 스마트 퍽, RFID 인식 장치 등으로 구성되었다. 최종적으로는 이 시스템을 이용하여 실제 음악 CD를 디지털 정보로 나타내고, 쉽게 조작하여 재생하는 예시를 보이기로 한다.

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Consumers′ Recognition and Information Need about GMO in Youngnam Region (영남지역 소비자의 유전자재조합 식품에 대한 인식도 및 정보요구도에 관한 연구)

  • 김효정;김미라
    • Journal of the East Asian Society of Dietary Life
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    • v.11 no.4
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    • pp.247-258
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    • 2001
  • This study focused on the recognition and information need for GMO(Genetically Modified Organism). The data were collected from 350 adults living in Daegu and Busan by means of a self-administered questionnaire. Frequencies and chi-square tests were conducted by SPSS Windows. The results of the survey were as follows: (1) the concerns about GMO were high but recognition was low. (2) many respondents were worried about the safety of GMO. (3) many people desired the labelling of GMO, and (4) the need for information about GMO was high and most respondents wanted to be informed about safety of GMO. This study suggests that the consumer education about GMO should be conducted through mass media and consumer protection organizations.

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The beginning of abstract animation and semiotic meaning (추상애니메이션의 태동과 기호학적 의미 연구)

  • Lee, Young-Hun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.23-44
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    • 2017
  • This study explored aspect and intermedial characteristics at the beginning of the abstract animation and the semiotic meaning of abstract animation. Abstract animation was formed by arbangaridist, and there was an abstract painting on its foundations. The abstract painting belong to 'symbol sign' and do not represent specific objects. The abstract animation loses its object and we knew that the abstract animation itself to be object. Abstract animation is a category of ' media combination ' that combines abstract painting and music with intermediality. Abstract animation began based on abstract paintings, but was combined with music and time, and evolved into new media. The abstract animation was started by avant-gardists such as Walter Ruttman, Viking Eggeling and Hans Richter. They set aside their own time of abstract animation based on music. Oskar Fischinger was influenced by Walter Ruttman who completed abstract animation and went to America to continue his work. After Oskar Fischinger, John Whitney continued his genealogy using computer graphics. The abstract animation was faithful to the underlying meaning of the medium in the absence of the object for representation.