• Title/Summary/Keyword: 미디어 융.복합

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A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

In Search of Narrative Science as a Convergence Discipline and its Implication and Direction (융·복합 학문으로서 내러티브 과학의 시사점 및 방향 탐구)

  • Kang, Hyeon-suk;Lee, Ji-eun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.45-53
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    • 2017
  • Until now, Academic disciplines were categorized according to the standards of the National Research Foundation of Korea, and this categorization has contributed to the development of each disciplines. However, as time goes by, there is a need for a transition to the new trends, convergence. Therefore, to suggest the resolution for pre-existing phenomenon and problems, this study explored the concept and traits of narrative science as a convergence discipline and discussed its implications and tasks. Narrative Science is a human science, based on narrative epistemology, and it focuses on human's interpretation, communication, and inter-subjectivity. Narrative Science has many inner structures per trait, and it provides pre-existing disciplines with narrativistic inter-relation. It also pays attention to human's inner areas. For the development of Narrative Science in the future, it should be free from a misunderstanding as a narratology discipline or a methodology of qualitative research. Under this change, Narrative Science discipline areas should be fused in the perspective of human science, based on narrative philosophy and psychology.

Study on the scalability of public art in new media -As the center of VR drawing- (뉴미디어 공공미술의 확장성 연구 -VR 드로잉을 중심으로-)

  • Yoon, Hee-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.383-388
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    • 2021
  • Various works of art in a convergent form using new media technology Reflecting the attempted trend, this paper examines the footsteps of public art and Looking at the examples of works using new media art as an expression method of public art works, I suggest vr drawing as a new tool for public media art. The drawing performance using the vr drawing tool and the case of the vr realistic performance scarecrow, The vr drawing tool can infer the possibility of practical application as a new expression method of public art. This study uses a vr drawing tool among new media technologies in the future. It is believed that it will be a prior study that will help prospective creators. In addition, compared to the media status in the era of the 4th industrial revolution, art and If you think and analyze the future value of technology, I think it will be a meaningful study.

User Expectation Experience of Flexible Display Interface (플렉서블 디스플레이 인터페이스의 사용자 기대경험)

  • Chung, Seung Eun;Yoon, Young Sun;Lee, Ram;Lim, Yeon Sun;Choi, Ho Jeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.15 no.2
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    • pp.301-317
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    • 2016
  • Flexible display interface is capable of creating new user behaviors based on its characteristics of outstanding surface representation and display transformations such as bending, rolling, and folding. Thus, it is being discussed that the newly emerging flexible display interface can offer a different user experience that the previous flat display couldn't. However, as it is hard to find studies that identify the general attributes of user experience in the area of flexible display research, this study was intended to identify and label experience that users expect in a flexible display interface. For this purpose, this study first investigated literature reviews about user experience in previous digital media interface and flexible display interface and conducted interview research in order to reflect the users' perception, collecting 52 items that represent user experience. In addition, these items were used as measurements to deduct different types of user experience, and 308 interviewees participated in the interview research process. As a result, 10 types of user experience were developed from the results of the survey: functionality, understandability, pleasure, convenience, familiarity, stimulation, adaptability, collectivity, reality, and aesthetic.

An Exploratory Study on Paradigms, Policies in the Digital Convergence Era (디지털 컨버전스 시대의 특징 : 그 패러다임과 정책 방향)

  • Han, Hak-Soo
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.455-461
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    • 2012
  • The paper explores the relationship among paradigms, ecosystem which need to establish broadcasting, information and communications industry as the core of national competitiveness in the digital convergence era, and proposes the future progressing strategies and policies directions that consider environmental factors which all mass media converged on Internet. This paper makes an attempt to contribute innovative & integrated perspectives in the industry.

A Trend Analysis of Contemporary Dance (컨템포러리 댄스 트렌드 분석에 관한 연구)

  • CHUNG, Euisook
    • Trans-
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    • v.1
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    • pp.67-89
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    • 2016
  • This study aims to examine the present (Western) modern dance by analyzing the works of three choreographers who are currently at the forefront of the dance scene to identify and understand the current choreographic trend. The three selected choreographers for this study are Justin Peck (USA), Sidi Larbi Cherkaoui (Belgium) and Zach Morris (USA). These choreographers were chosen on the basis of their significant identity within the current dance scene. For analysis, one noteworthy works of each choreographer were selected for video analysis. The result of the analysis illustrates that in the current era of promoting technology convergence in the performing arts industry, the three choreographers approach convergence differently by integrating dance and other mediums in their choreography. Peck converges between ballet and the ordinary, Cherkaoui converges between dance and other cultures and Morris converges between dance and venue.

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Strategies for Recreation of Metaverse Convergence Space (메타버스 융복합 공간의 재창조를 위한 전략)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.676-684
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    • 2022
  • In this paper, we consider the potential of a metaverse space that can be expanded infinitely through the reinvention of the metaverse space. In particular, this study attempted to establish a new concept of metaverse space, and to present research models and strategies between technologies and humanities. To perform this, this study revealed problems that can be overlooked through characteristic analysis of the metaverse space and proposed ways to overcome them through in-depth interviews with experts. In this way, interdisciplinary research will contribute to the revitalization of the metaverse content industry in the mid to long term. Therefore, through this study, it is expected that reinterpreted metaverse space can reach a practical realization as a meaningful place of life and a creative space through Yi-Fu Tuan's concept.

꿈의 IT ‘휴대용 디지털컨버전스 플레이어’

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.10 s.137
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    • pp.32-39
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    • 2004
  • 요즘 디지털 컨버전스(융∙복합화)는 대세다. 프린터복합기뿐이 아니다. 다양한 엔터테인먼트 기능의 첨단‘컨버전스(Convergence) 단말기’들이 전성시대를 이루고 있다. MP3플레이어 업체들은 잇따라‘보는’기능을 제품에 접목시키고 있는 반면, 휴대폰 업계는 디지털카메라에 MP3, 게임, 방송시청 기능까지 장착하는 등‘기능별 짝짓기’에 한창이다. 단순 단말기에서 다양한 디지털 기능이 녹아들고 있는 것. 특히 작은 손바닥만한 단말기 속에 앞으로 내가 꿈꾸는 모든 것을 펼칠 수 있는 시대가 불과 1년도 남지 않았다는 사실은 소비자들을 흥분시키기에 충분하다. 이에 빠르게 변화되고 있는 휴대용 멀티미디어기기의 발전 방향을 살펴본다.

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A Study on RGB LED Control and material analysis for transmit wireless optical information using 64#x0078;64 Matrix based indoor and outdoor LED signage (64x64형 옥내외 LED 전광판 사이니지에 접목 가능한 무선광통신용 RGB LED 제어 및 소재분석 연구)

  • Lee, Min-Woo;Lee, Beom-Hee;Cha, Jae-Sang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.92-93
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    • 2017
  • 최근 IT 및 사이니지 기술을 포함한 여러 기술의 발전 형태가 융복합적 기술의 방향으로 전환됨으로서, 기술 간 장벽이 허물어지고, 상호 연관성을 갖게 됨에 따라 사이니지 및 IT기술이 접목된 새로운 융복합 기술에 대한 연구가 지속적으로 이루어지고 있다. 특히, LED 광원의 일종인 사이니지를 이용하여 광 데이터를 전송할 수 있는 기술에 대한 연구가 학계, 연구소 및 관련 산업체 등에서 지속적으로 진행되고 있는 상황이다. 이에 본 논문에서는 LED 전광판 사이니지를 이용하여 무선광통신이 용이한 LED 소재에 대한 연구를 진행하였다. LED 전광판 사이니지를 이용한 무선광통신 기술은 LED 광원이 지닌 특성을 토대로 RF방식 대비 높은 주파수 대역과 고속의 데이터 전송이 가능하기 때문에 높은 잠재력과 파급력을 통하여 무선통신 분야에서의 새로운 통신 척도로 활용될 수 있을 것으로 예상된다.

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Development of Content and Running Environment based on SCORM-ACAP Interoperability (SCORM-ACAP 상호운용 기반의 T-Learning 콘텐츠 및 운용환경 개발)

  • Bae Il-Hwan;Lee Bum-Jin;Moon Nam-Mee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.21-25
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    • 2004
  • 최근 IT를 포함한 모든 산업 및 기술 영역에서는 포준화 활동을 기반으로 하여 융복합화(Convergence) 현상이 두드러지고 있다. 이는 또한 e-Learning 산업 및 기술에서도 큰 화두이다. 현재 e-Learning 표준화에서 시장에서 주도권을 행사하고 있는 것은 ADL의 SCORM 규격이다. 데이터방송 영역에서는, 북미에서 지상파와 케이블 TV간 콘텐츠 호환성 확보를 위해 ATSC와 케이블랩(CableLabs)이 공동 연구 중인 ACAP을 통해서 지상파-케이블 공통 표준화가 진행중이다. 이에 본 논문은 3-Learning 산업 및 기술에서의 융복합화의 일 영역으로 그리고 방송통신융합서비스의 일환으로 인터넷 기반 학습 환경과 TV 기반 학습 환경에서의 학습 콘텐츠 ( 및 코스웨어) 상호운용성에 대해 연구하였다. 이를 위하여 인터넷 기반의 e-Learning의 사실상의 표준으로 받아들여지고 있는 SCORM 규격과 DTV 환경 기반의 데이터방송 지상파-케이블 공통 규격인 ACAP간의 상호운용 API 개발을 통하여, SCORM 규격과 ACAP 규격의 상호운용성을 가능하게 하는 학습 콘텐츠 및 T-Learning 운용환경을 연구$\cdot$개발하였다.

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