• Title/Summary/Keyword: 미디어 컨버전스

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Spatiality of Digital Signage (디지털 사이니지의 공간성)

  • Shin, Donghee;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.77-84
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    • 2015
  • Digital signage takes the role of promotion, providing information, art and game as it is installed in various forms everywhere such as the road, subway and indoor space we pass through. The related researches also focus on the technology of realizing digital signage, current industrial state and prospect in most cases. On the contrary, the researches on the spaciality of digital signage is a kind of insufficient, this study was carried out based on the judgment that there is necessity of researching it in respect that the recognition of space by the people in there is different before and after digital signage is located in such space. First, in order to understand digital signage, its concept, type and kind were investigated, general theories about the spaciality were considered after that, the spaciality of digital signage was grasped by 5 factors such as hybridity, vitality, mobility, flexibility, and contingency and their characteristics were offered in this study. In its conclusion, it was appealed that the change of spatial recognition along media and continuous research are required as digital signage is the transactive space.

A Flow of Generative Change and Ideological Convergence in Chinese Media Policies (중국 미디어 관리의 생성적 변화와 이데올로기적 수렴)

  • Ko, Yoon-sil
    • Cross-Cultural Studies
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    • v.44
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    • pp.123-145
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    • 2016
  • A flow of generative change has existed in the Chinese media following political, economic, and institutional changes. Since a market system was introduced to the field of drama production, people called 'zhipianren' who act as government agents as well as market administrators have spontaneously emerged. The government, by granting legal qualifications and authority to these 'zhipianren', have institutionalized and absorbed them within the system. Through this process, the 'drama zhipianren system', under the unique environment of a socialist market economy, demonstrates a Chinese administrative model that effectively reveals the changing process from a direct administration by the government to indirect administration and self-censorship. Furthermore, with the widespread adoption of the internet, various types of media including grassroots media have emerged, and the participation and production activities of netizens has enabled the development of a new genre of literature called internet literature. Furthermore, some websites that functioned as platforms for video and grassroots media came to self-produce contents so as to function as media in and of themselves. Originally, the internet was cultivated as a portion of the IT industry, but when it began to function as media, forming a new media landscape, regulations and institutions were gradually established and subsequently advanced in the direction of supervision and regulation over all internet media contents. A flow of generative change in the field of media has emerged, and the pattern of generation-convergence repeats itself as the official media policies converge.

An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

An Application and Design of Modern Culture's Contents Ontology using Topic Map (토픽맵을 이용한 현대문학 콘텐츠 온톨로지의 적용 및 설계)

  • Jeong, Hwa-Young;Ko, In-Hwan
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.213-218
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    • 2012
  • Modern culture has describing the year's situation along the social environment. A literary work changed as if the year's situation change. Therefore we can understand the age through the literary work and get knowledge the social request of the year's. This literary works have made a chance to know approaching more closely to user as producing media resources. Recently, IT convergence and digital convergence become a new trend to combine each other academic area and get much synergy effect. In this paper, we propose an application and design of the ontology that needs to make digital content from modern literary work's information. For this works, we specify the structure of the year's literary work and the relation of each factor. The specification method used topic map. Each relation model was specified the connection by topic vector.

New Cyber Space for Literature and criticism: Applied to Social Network (문학과 비평의 새로운 사이버 공간: 소셜 네트워크의 적용)

  • Ko, In-Hwan;Jeong, Hwa-Young
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.93-98
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    • 2012
  • Literature has showing a phenomenon of the society and the year's issue for a long time. Many critics used index to do not only understand the years' but also just literature. That is, the literature was an essential method to express the society. However, it can be different for each people to have a view point for the literary work. Therefore, people has a self-analysis for the work, and the activity affect that the it can be difficult for people to public their interest for the literary. In this paper, we make new cyber space for social network of the literary and propose a framework that people can discuss their opinion for the literary work. In that time, we make a literary work as digital content.

A Survey on the Works of Designing an SoC Platform for Smart Motor Vehicle Info-tainment (스마트 자동차 인포테인먼트 (Info-tainment) 시스템용 SoC 플랫폼 연구 동향)

  • Moon, San-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.699-701
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    • 2011
  • The Next-generation IT technology has been evolving from single technique to another which has merged, converging characteristics. The government categorized the 5 essential technologies to secure competitiveness in designing system semiconductors as smart motor vehicle info-tainment platform, smart TV multimedia system, smart phone analog interface technique, smart convergence digital communication and RF techniques, and advanced power management for smart devices. Also, it designated smart phone, smart TV, smart motor vehicle, and smart pad as the key industries. Such core techniques will become the key technologies of semiconductor design to secure the competitiveness of the next generation smart devices and the techniques can be transferred to fab-less design companies. In this contribution, we analyze the issues and the problems of the SoC design trends for smart motor vehicle info-tainment platforms.

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A Survey on the Works of Analog and Interface Technologies for Smart Phone System Integrated Circuits (스마트폰 시스템반도체를 위한 아날로그 및 인터페이스 기술과 이슈 분석)

  • Moon, San-Gook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.668-670
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    • 2011
  • The Next-generation IT technology has been evolving from single technique to another which has merged, converging characteristics. The government categorized the 5 essential technologies to secure competitiveness in designing system semiconductors as smart motor vehicle info-tainment platform, smart TV multimedia system, smart phone analog interface technique, smart convergence digital communication and RF techniques, and advanced power management for smart devices. Also, it designated smart phone, smart TV, smart motor vehicle, and smart pad as the key industries. Such core techniques will become the key technologies of semiconductor design to secure the competitiveness of the next generation smart devices and the techniques can be transferred to fab-less design companies. In this contribution, we analyze the issues and the problems of the smart phone analog and interface techniques.

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A Study on User Needs Cognition on Functions of Mobile Phone - Focused on Use Frequency and Necessity on Functions of Age Group (휴대폰의 기능에 대한 사용자 요구 인식에 관한 연구 - 20대, 30대, 50대 사용자의 휴대폰 기능별 사용 빈도와 필요성 인식을 중심으로)

  • Park, Min-Hee;Lee, Sung-Tae
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.465-469
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    • 2008
  • Mobile phone becomes composite product which the high technological multimedia functions of a Digital camera, MP3, MP4, Blue-tooth, DMB over basic functions of a calling and 3M3. By the view of user, many functions give a heavy burden rather than supporting convenient function itself because it is complex for user to use it. We want to evaluate how users feel using mobile phone according to age, comparing use frequency and necessity. So survey is tried to figure out the difference between use frequency and necessity by dividing three groups into 20s and 30s and 50s. As a result, difference of use frequency and necessity for functions of mobile phone between 20s and 30s and 50s. And the other users have the difference. Consequently, mobile phone development according to age is necessary to satisfy user's desire, evaluating elements research of user preference. We hope this paper can contribute to mobile phone development as a basic guidance.

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Category of positive game and approach of design for game designers (게임디자이너를 위한 포지티브게임의 범주와 디자인 접근)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.589-594
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    • 2012
  • In the initial stage, domestic games based online concentrated on game development focusing on income for some genres. However, various contents focusing on smart environment and social network are expanded at present and game materials are developed for more various objects. So, this study intends to examine new category, positive game, from the aspect of game designer for game approach based on various objects. And, game approaching process in the category based on pleasure was organized from the standpoint of designer, for the designer approach in the precedent stage of positive game development. From the aspect of designer, systemicity of game category and design approach are necessary to expand wire-wireless environment and new environment based on the convergence media to interactive contents focusing on games.

Design and Implementation of eRTOS Real-time Operating Systems for Wearable Computers (웨어러블 컴퓨터를 위한 저전력 실시간 운영체제 eRTOS 설계 및 구현)

  • Cho, Moon-Haeng;Choi, Chan-Woo;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.42-54
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    • 2008
  • In recent years, embedded systems have been expanding their application domains from traditional embedded systems such as military weapons, robots, satellites and digital convergence systems such as celluar phones, PMP(Portable Multimedia Player), PDAs(Personal Digital Assistants) to Next Generation Personal Computers(NGPCs) such as eating PCs, wearable computers. The NGPCs are network-based, human-centric digital information devices diverged from the traditional PCs used mainly for document writing, internet searching and database management. Wearable computers with battery capacity and memory size limitations have to use real-time operating systems with small footprints and low power management techniques to provide user's QoS in spite of hardware constraints. In this paper, we have designed and implemented a low-power RTOS (called eRTOS) for wearable computers. The implemented eRTOS has 18KB footprints and the dynamic power management and the device power management schemes are adapted in it. Experimental results with wearable computer applications show that the low power techniques could save energy up to 47 %.