• 제목/요약/키워드: 매체 융합

검색결과 403건 처리시간 0.021초

Effect Analysis of Media Pole on Pedestrian Satisfaction for Walking -Focused on Media Pole in Gang Nam U-street- (가로변 미디어폴이 보행만족도에 미치는 영향분석 - 서울시 강남 U-street를 중심으로 -)

  • Cho, Jeong-Phil;Park, Tae-Won
    • The Journal of the Korea Contents Association
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    • 제14권7호
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    • pp.518-528
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    • 2014
  • The purpose of this study is to observe the effects of road facilities that have adopted digital media such as total road facility called L.E.D media pole installed on U-street, Gangnam-gu on the pedestrians' satisfaction. Through the study, we would like to improve the brand competitiveness, increase the revisiting decision factors and suggest the fundamental development direction for the digital media road facilities on the typical pedestrian road, Gangnam street. The three factors from the studies came out to be spatial component, design component, and functional component. In order to analyze the factors, the pedestrians' behaviors were observed through a direct survey which provided 35 reserved factors. Also, the preliminary factors derived through survey questionnaires were revised by experts which compressed the result into 20 factors. The result of the regression analisis states that the 'Factor of the spatial component' is the statistically significant factor among the five elicited factors of the effect of the media pole on the pedestrian satisfaction. U-street's media pole provides the comfortable and various contents and application methods and will provide the new perspective on the purpose of pedestrians by new experience that is based on digital technology.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • 제19권5호
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

멀티미디어 기술 기반 방송제작 체계

  • 김경수
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • 제20권5호
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    • pp.10-16
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    • 2002
  • 디지털 기술의 급속한 발전에 의한 디지털 방송의 도입은 방송환경에 커다란 변혁을 초래하고 있다. 기술의 발전은 방송, 통신, 컴퓨터를 융합시킨 새로운 미디어 서비스를 등장시키고 있으며, 이러한 미디어의 융합은 지금까지 독자적인 영역에서 발전하여 오던 각각의 미디어들이 가지고 있는 한계성 또는 단점을 상호보완적으로 개선함으로써 서비스 능력을 대폭적으로 향상시키는 방향으로 전개되고 있다. 이와같은 디지털 시대의 대변혁은 멀티미디어 서비스를 그 중심축으로 하고 있으며, 이른바 방송통신 융합시대의 경쟁력 있는 서비스를 도입하기 위한 미디어간, 국가간의 경계영역을 초월한 글로벌 경쟁체제가 급속히 진전되어 가고 있다. 이와 같은 미디어의 융합 현상에 따라 제작 환경도 새로운 디지털 방송 서비스를 효율적으로 지원하도록 전환되어야 한다. 디지털 방송의 특징인 고품질 및 다채널 시대를 맞아 방송 콘텐츠의 재활용도를 높이는 것은 매우 중요하며, 데이터 방송, 인터넷 방송 등 다양한 기능의 서비스를 도입하기 위해선 제작 체계의 개선이 뒷받침되어야 한다. 따라서 본 논문에서는 새로운 제작 환경에 대해서 살펴보고자 한다. 특히, 컴퓨터 기반의 제작 환경 구축에 핵심 요소인 넌리니어 편집시스템과 방송 콘텐츠를 효율적으로 관리하고 재활용할 수 있는 디지털 아카이브에 대해 소개하고자 한다. 테이프 대신 하드디스크를 기록 매체로 하는 넌리니어(non-linear) 시스템의 등장에 따라 방송 프로그램 제작에 대한 새로운 개념의 정립이 필요하게 되었으며, 이를 근간으로 하는 새로운 프로그램 제작환경, 즉 네트워크에 의해 컴퓨터와 데이터베이스를 연결하여 제작으로부터 송출가지 통합관리가 가능한 새로운 방송 프로그램 제작환경, 이른바 멀티미디어 제작환경을 구축하는 것이 디지털 방송 시대의 방송 사업자에게 가장 중요한 과제중의 하나가 되었다. 멀티미디어 제작환경을 구축함으로써 영상, 음성 및 다양한 부가 데이터를 포함하는 멀티미디어 프로그램을 편리하게 제작할 수 있으며, 데이터베이스로부터 필요한 영상 이미지를 자유롭게 합성, 조작하는 등, 매우 다양하고 편리한 제작기법을 활용할 수 있다. 또한 멀티미디어를 응용한 제작 분야로서 컴퓨터 그래픽스 기술은 방송의 사전제작에 커다란 기여를 하고 있으며, 이미 선거방송을 비롯한 여러가지 프로그램은 가상스튜디오와 가상캐릭터 기술을 활용하여 제작하고 있다. 방송사업자는 이러한 멀티미디어 제작시스템을 근간으로 영상검색, 영상 합성, 스크립트 편집, 가상현실 응용 등 고도의 제작 기법을 활용함으로써 사용자 친화성, 다이나믹한 표현, 실시간, 대화성을 특징으로 하는 다양한 멀티미디어 서비스를 시청자에게 제공할 수 있을 것이다.

A Study on the Structural Equation Model for Determinants of Oral Health Practice in Adults Aged 20 Years or Older (20세 이상 성인의 구강건강실천 결정요인에 관한 구조방정식 모형연구)

  • Heo, Seong-Eun
    • Journal of the Korea Convergence Society
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    • 제8권9호
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    • pp.161-174
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    • 2017
  • This study aimed to provide basic data for oral health promotion in adults by analyzing causal relationships for oral health practice determinants. A total of 204 questionnaires obtained from adults living in Busan and Gyeongnam area were analyzed to verify the study model with the Smart PLS v2.0 M2 software. Among oral health belief factors, the severity of and susceptibility to oral disease and benefit of oral care behavior affected oral health-related self-efficacy. The self-efficacy on ordinary oral health care behavior significantly affected overall oral health practice. The severity of and susceptibility to oral disease and benefit of oral disease prevention behavior affected toothbrushing habit and oral examination and training through toothbrushing-related self-efficacy. Therefore, the increased oral health-related self-efficacy through strategic efforts, including various training media development, with improved awareness of oral health belief by continuous oral health care program development will lead to continuous oral health practice in adults.

The Scenery of the Modern City Represented in Korean Films of 1930·40s (1930·40년대 한국영상자료 속 근대도시풍경에 대한 융합적 연구)

  • Moon, Guen-Jong
    • Journal of the Korea Convergence Society
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    • 제8권4호
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    • pp.159-165
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    • 2017
  • The purpose of this study is to analyze the 'Scenery of the Modern City' revealed by Korean films of 1930 40s. It is assumed that films always reflect the cityscape and human activities of those days. For the analysis, a pool of 8 Korean films from 1934 till 1944 was constructed. In these films, the sceneries of the city were represented as the following: 1) The cityscape including modern buildings and speedy transportation was intentionally represented to express visually the city of Gyeongseong under the wave of modernization. 2) The western-style architectural spaces, such as apartment, mansion, department store, cafe, and hotel, were emphasized to reflect the curiosity and longing of the general public for western culture and lifestyle.

Security-Reverse-Attack Engineering Life-cycle Model for Attack System and Attack Specification Models (공격시스템을 위한 보안-역-공격공학 생명주기 모델과 공격명세모델)

  • Kim, Nam-Jeong;Kong, Mun-Soo;Lee, Gang-Soo
    • Journal of the Korea Convergence Society
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    • 제8권6호
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    • pp.17-27
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    • 2017
  • Recently, as cyber attacks have been activated, many such attacks have come into contact with various media. Research on security engineering and reverse engineering is active, but there is a lack of research that integrates them and applies attack systems through cost effective attack engineering. In this paper, security - enhanced information systems are developed by security engineering and reverse engineering is used to identify vulnerabilities. Using this vulnerability, we compare and analyze lifecycle models that construct or remodel attack system through attack engineering, and specify structure and behavior of each system, and propose more effective modeling. In addition, we extend the existing models and tools to propose graphical attack specification models that specify attack methods and scenarios in terms of models such as functional, static, and dynamic.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • 제19권8호
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

The Image of Nurse in Korean Newspaper Article: A Thematic Analysis (국내 신문에 나타난 간호 관련 기사: 주제분석)

  • Jin, LiHua;Kim, MiYoung;Yang, Boksun
    • Journal of the Korea Convergence Society
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    • 제10권10호
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    • pp.309-320
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    • 2019
  • This study was to explore the meaning and implications of nurses' representations in newspapers from the perspective of convergence. Four different Korean newspaper articles from Aug. 2003 to Sep. 2013 were analyzed by using a descriptive exploratory qualitative study, thematic analysis. Five themes were derived from the data analysis. In the newspaper, in general, professional nurses were described as patient-centered nursing provider with sense of calling for nursing. Also their positive portrayals as health professionals have noticeably emerged. Yet in contrast, nurses' negative portrayals as neglectful, lazy, and discriminating against the poor have been reported. The study findings indicate significantly enhanced nursing professionalism and nursing as a future-promising occupation. The results can be used to develop strategies to improve nursing public image in the media. For further exploratory study on the subscriber's image of nurses after reading the articles is needed.

Two-sided 마켓 관점에서 분석한 통신방송융합 환경하의 방송매체 플렛폼 경쟁

  • 황준석;김기현;장태진
    • Proceedings of the Technology Innovation Conference
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    • 기술경영경제학회 2006년도 제28회 동계학술발표회 논문집
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    • pp.78-102
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    • 2006
  • Networks, services and industries have been converging with the advent of digital convergence by technology advancements of digitalization, broadband and interactivity in the areas of information-communication and broadcasting technologies. Especially, this convergence of technology and market has been blurring the boundary of telecommunication and broadcasting sectors, and the severe competition seems to be inevitable due to the lack of the differentiation in broadcasting media and contents. In this study, we regard the competition phenomenon in the digital convergence between telecommunication and broadcasting as the platform competition in two-sided markets which have been actively studied since 2000, and analyzed it using modified Hotelling's location model. According to the analysis of platform competition on the effects of the differentiation of platform (t) , killer component $(\mu)$ and component compatibility $(\theta)$ , it is shown that two differentiated platforms are simultaneously used in case of the decrease of substitution effects, and the profit of platform with killer contents is increased, but the profit of platforms with higher compatibility is decreased. The policy implication is that it is especially necessary to modify the policy and regulation on media contents considering the growing competition in media. On the other hand, differentiated and reasonable policy is required to make fair competition and active market environment.

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r-Learning and Educational Information Policies (r-Learning과 교육정보화 정책)

  • Lee, Jong-Yun
    • Journal of the Korea Convergence Society
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    • 제1권1호
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    • pp.1-15
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    • 2010
  • The Education has responsibility for predicting the social changes and cultivating global talent which the society needs. The ministry of education, science and technology in govern ment has been the concerns on social educational changes and thus built the '5 31 educational reform policy' in 1995 by the educational reform committee. As a solution of a social change, this paper reviews the three-phase educational information policies, and e-learning and u-learning which are the main technologies in educational information. Also, the technologies of e-learning can be divided into m-learning, t-learning, u-learning, r-learning, game-based learning according to the contents mass media. Among them, this paper introduces the concept of robot-learning, called r-learning, and compares it with u-learning.