• Title/Summary/Keyword: Convergence media

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A Study on the User Welfare in the IPTV (IPTV 이용자 복지 증진을 위한 정책방안 연구)

  • Yu, Sae-Kyung;Kim, Mi-Sun;Kim, Suk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1342-1350
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    • 2009
  • In accordance with the development of broadcasting, the style of using medium by users has been personalized in the propensity to consume. Recent advent of media convergence allowed users of medium to decide the received environment for their needs, thereby the position of users has become more important in the medium consumption. IPTV has the most advanced form of personalized information media. However, IPTV was made by media convergence, which has relation with a variety of interested parties, so there are a few troubles among them in the way of commercializing IPTV. As a matter of fact, although users play a leading role in the IPTV industry, there are still few discussions on the welfare of users. IPTV should be remained the characteristic of the medium of personalized information, and it should include the welfare of users in various fields of media convergence. That is Universal Service. It is necessary to be guaranteed the access right and the variety of contents in using IPTV. Moreover, in terms of telecommunication, IPTV should insure the reasonable fare system as a pay-services. On the basis of the analysis in local and international IPTV circumstances, in terms of content as a medium of personalized information, in terms of fares as a pay-services, and in terms of digital literacy as a new medium of digital access, policies for welfare of users are suggested.

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The Effect of the Experience Factors of New Media Art on the Motivation (뉴미디어아트의 경험요소가 이용동기에 미치는 영향에 관한 연구)

  • Yoon, Yeosun;Ahn, Byeonghoon
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.279-285
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    • 2022
  • The development of various media and technologies as a digital paradigm brought about a change in perception of the times along with the culture and art industry, and the innovative influence of new media accelerated the change in the environment for experiencing art. Technological and art converge and emerge due to changes in the digital environment, and New Media Art centered on interaction and participation enables two-way communication. As research on the interaction between domestic and foreign digital paradigms and New Media Art continues, this study also focused on this. In this study, the elements of experience in New Media Art were defined and their effects on motivation to use them were verified. In New Media Art, based on the theoretical basis of the existing experience factors and applying and analyzing the factors of motivation, it was verified that the factors of experience were applied as very useful variables, and it was confirmed that they actually affect usage motivation. The conclusion and significance of this study were discussed in that it was an early study that was used as a path on the use motives of experienced users according to the interaction characteristics in New Media Art.

Convergence in Fashion Design (컨버전스 트렌드에 의한 패션 디자인)

  • Ko Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.56 no.7 s.106
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    • pp.148-162
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    • 2006
  • The purpose of this study is to examine the concept of convergence which is one of the trendy issues as a new digital paradigm of Integrative thinking in 21st century, to analyze the plastic feature and internal meaning of convergence expressed in fashion design, and to grasp the cultural symbolism through this aesthetic analysis. Because there have been considerable discussions on convergence, centering on industrial product area associated with media, I will proceed my study on the basis of them. For this, the documentary study and practical case study have been executed. This study will be helpful to find a direction of future fashion design trend. Convergence in digital stage can be defined as a phenomenon which different functions of product move towards one direction for greater efficiency, and not only as a technical integration between functions of product, but also an extension of area. Convergence can be classified by their use as (1) convergence for convenient daily life (2) convergence with intelligent scientific technology (3) convergence for entertainment on the basis of sensual experience. The plasticity of convergence designs feature as a open dynamic structure which potentiate transformation and their internal meaning can be inquired such qualities as integrative multiplicity, efficiency, mobility, intelligence. Specially convergence fashion design has protection qualify resulting from wearability on body. Ultimately convergence fashion design as a future digital paradigm can be thought as both eco-friendly design and human-centered design from positive technology-based viewpoint, because it is easy to transform according to our environment, convenient to reserve, and efficient to enhance spatial usibility.

A Study on Interactive Media Art Contents on Physical Computing Technology (피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구)

  • Li, Yi-Xian;Seo, Chang-Jin
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.193-197
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    • 2012
  • On this paper is the project about which is base on Interactive Media Arts technology. What's more, the audience not only enjoy the images or performances on screen but also appear to be one important element in such interactive media. Therefore, it's function is to combine Physical computing and other perception like the musical instruments playing, then finally arriving to be real-time and capable to be interactive.

Dynamic Multi-frame Transmission Technology Using the WiMedia MAC for Multi-hop N-screen Services

  • Hur, Kyeong
    • Journal of information and communication convergence engineering
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    • v.14 no.1
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    • pp.21-25
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    • 2016
  • N-screen is a promising technology to improve support for multimedia multicasting, content sharing, content mobility, media scalability, and seamless mobility. In this paper, the WiMedia distributed-MAC (D-MAC) protocol is adopted for development of a seamless N-screen wireless service. Furthermore, to provide a multi-hop, one source multi-use N-screen service through point to point streaming in a seamless D-MAC protocol, a dynamic multi-frame transmission technology is proposed. In this technology, a dynamic time slot allocation scheme and a multi-hop resource reservation scheme are combined. In the proposed dynamic time slot allocation scheme, two thresholds, a hard threshold and a soft threshold, are included to satisfy the power consumption and delay requirements. A multi-frame DRP reservation scheme is proposed to minimize end-to-end delay during the multi-hop transmissions between N-screen devices. The proposed dynamic multi-frame transmission scheme enhances N-screen performance in terms of the multi-hop link establishment success rate and link establishment time compared to the conventional WiMedia D-MAC system.

Design for Edutainment Teaching Tool based on ICT Convergence Block Puzzle (ICT 융합형 블록 퍼즐 기반 에듀테인먼트 교구 설계)

  • Song, Mi-Young;Kim, Woo-Yeon;Park, Soo-Bin;Kim, Hyo-Won;Choi, Yoo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.165-166
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    • 2019
  • 본 논문은 기존의 강압적인 형태의 한글 교육 선행 학습이 아닌 창의적이고 입체적인 에듀테이먼트 교구인 블록 퍼즐과 아두이노를 이용한 명령 센서, 카메라 반사경을 통한 영상 입력을 통해 ICT 융합형 블록 퍼즐기반의 에듀테인먼트 교구를 설계하고자 한다. 즉, 모바일 콘텐츠를 통해 유아에게 교육을 제시하고 유아는 모바일 콘텐츠와 블록 퍼즐 교구, 명령 센서를 통해 입력 영상을 인식하게 한다. 이러한 블록 퍼즐 기반의 에듀테인먼트 교구를 통해서 한글 학습을 놀이 과정 속에서 창의력과 문제 해결 능력을 키울 뿐 만 아니라 스스로 학습을 이끌어가는 자기주도적 학습 능력을 키울 수 있을 것으로 기대한다.

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A Political Economy of Media Power (언론 권력의 정치경제학: 베네주엘라, 이탈리아, 영국의 사례분석)

  • Kim, Seung-Soo
    • Korean journal of communication and information
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    • v.22
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    • pp.39-75
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    • 2003
  • This essay begins with the following questions; "What is a fundamental source of media power?" and "How can the media power dominate market?". This essay aims at answering the questions. I made my selection of countries such as Venezuela, Italy and UK for this article with a political economic approach. This analysis found evidence that an enormous conglomerate ownership, and alliance or convergence between media and political power are two fundamental source of the media power. With the integration of newspaper and television the media monopoly increased their supplies and political influences as I have shown. Despite the growing threat of media monopoly power to democracy and public interest, in recent years, governments worldwide have chosen to ease regulations.

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A Study on the Remediation phenomenon in Marvel Comics and Marvel Cinematic Universe (마블 코믹스와 마블 시네마틱유니버스에서 나타나는 재매개 현상에 대한 연구)

  • Yi, Jung-Hyun;Lee, Chang-Wook
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.315-321
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    • 2021
  • This study analyzes the characteristics of the process of changing content as print media is remediation as video media. By applying the dual logic of remediation, we analyze the process of remediation analog media(print) into new media(video). Through the results, we present the possibility that remediation methods using changes and variations in various media can be applied to the design methodology. Marvel Comics has been remediationed as Marvel Cinematic Universe. By understanding the phenomenon that analog media is remediation as new media, Design methodologies can be presented so that designers can derive the results by using the characteristics of remediation when designing.

The Influence of Media Use Characteristics on Social Relationships and School Adjustment through Adolescents' Self-Efficacy and Commitment

  • Kim, Worl-soo;Lee, Sin-Bok
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.38-55
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    • 2021
  • Recently, the use of media has become a daily life due to Covid-19, and education using media has expanded for teenagers. The purpose of this study is to empirically verify how media usage characteristics affect social relationships and school adaptation through the self-efficiency and immersion of teenagers at the youth education site. This study was collected and distributed questionnaires to 250 high school students in Seoul from November 14 to November 21, 2020. The results of the study were derived with a total of 249 questionnaires, excluding one missing questionnaire, and the hypothesis was verified using a Covariance Structure Analysis. Research has shown that, first, the existing, individual, and utility among the characteristics of using youth media have a significant effect on self-efficiency, respectively. Second, only entertainment among the characteristics of youth media use was found to have a significant effect on immersion. Third, immersion has a significant definition effect on school adaptation, and self-efficiency has been shown to have a definition impact on social relationships. Based on this study, we believe that it will be used as a fundamental resource for the development of youth media usage and policy direction in the age of the ever-changing Covid-19.

Investigating Consumer Innovativeness for New Media Infusion: Role of Literacy in the Context of OTT Services in Korea

  • Park, Keon Chul;Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.6
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    • pp.1935-1952
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    • 2022
  • Consumer innovativeness plays a vital role in explaining consumer dynamics, such as adoption, usage, and behavioral intention, in the new world of disruptive online media. This empirical study aimed to examine the importance of consumer innovativeness and digital literacy in the adoption and expansion of new technology-based media services, focusing on OTT services. Extending the theory of adoption of new technologies by innovators to new media environment centered on OTT services, it examines the influence of the four dimensions of motivated consumer innovativeness on OTT service usage. The Korea Media Panel Data of 2019, where overall ICT usage and media consumption of a broad panel of respondents was collected, was used for the analysis. From the data of 10,864 respondents, 4,031 (37.1%) were found to have experience in using OTT services. To clarify the mediating effect of digital literacy on the correlations between cognitive innovativeness of consumers and their use of OTT services, Process Macro Model 4 was used. The bootstrap method was applied to reveal that all four dimensions of consumer innovativeness have a significant indirect effect on new media usage through digital literacy, thus indicating how digital literacy plays an important role in the spread of new digital services in addition to consumer innovativeness. The findings are important in that they can help in the efforts to introduce new technologies to the public and educate them to improve their digital literacy so that they can enjoy the complete experience of using these new digital products.