• Title/Summary/Keyword: Culture Digital Contents

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Expansion of Sensibility Area and Industrial Application in the Convergence Era - With Special Reference to Analysis of the Internet Arts of Sommerer and Mignonneau - (컨버전스시대 감성영역의 확장과 산업활용 -Sommerer와 Mignonneau의 인터넷 아트 분석을 중심으로-)

  • Kim, Hee-Young;Lee, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.146-154
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    • 2010
  • Recently 'convergence' and 'communication' have been keywords in many areas. Artists and engineers have begun to communicate each other through collaboration based on new technologies. One of the exemplary technologies of this era of convergence is a technology of fusing five senses used by both Internet Art and industrial technologies such as car navigation systems and the iPhone. Sommerer and Mignonneau's Internet Art $\ll$Riding the Net$\gg$,$\ll$The Living Room$\gg$, and $\ll$The Living Web$\gg$ implement the Internet and the five-sense fusion technology to translate not only sound into visual images but also tactile senses into tempo-spatial representations. Likewise, industrial technologies such as car navigation systems and the iPhone employ the five-sense fusion technology of speech recognition, which leads to the expansion of the realm of senses in technology as seen in Internet Art. As examined in this study, the development of art and technology through their convergence will open up a new dimension of digital art and culture technology industry.

A Study on the Advancement of Korean Companies into Chinese e-Learning Market (국내 기업의 중국 이러닝 시장 진출 방안 연구)

  • Lee, In-Sook
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.263-274
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    • 2013
  • As the numbers of Internet users and the growth of education market along with the generalization of distance study increase, e-Learning industry in China is growing rapidly more than 20% each year. However, domestic e-Learning industry for entry to the Chinese market is showing inadequate result even though its potential growth in China and their scale of industry is near about 3 trillion won. A type of this industry is combined with Information Technology (IT) and education industry and their complex factors need to be considered because of the country's education policy and ICT infrastructure. In addition to these factors, sometimes main agents can be the government or a private organization and they form different circumstances each other. Therefore, it is required to have an in-depth study of the entering the Chinese market based on an accurate analysis for Chinese education and culture. In this research, it will focus on the current state of e-Learning market in Korea and China after studying the e-Learning system through the existing reference research. Moreover, this research will propose a method of the entry for the Chinese e-Leaning market through a case study from domestic and foreign companies.

Research for the Development of Oriental and Western Convergence Prevention Food of Tangerine Peel Powdered Chocolate with Antioxidant Activity (항산화 활성을 지닌 귤피 분말을 이용한 초콜릿의 동서 융복합적 예방식품개발 연구)

  • Park, Sung-Hye;Cha, Kyoung-Ok;Park, Hae-Ryoung
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.531-540
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    • 2015
  • Traditionally we consider the food and the medicine have common roots, that is, energies from them share the same source, and it brought us an unique food culture of our own, and nurtured an unique academic area of oriental medicated dietary therapy. Thus we devise chocolate based on oriental theory and western food and convergence prevention nutritional approach. The study analyzed and examined the nutritional composition, physical properties and analysis DPPH radical scvenging, total polyphenolic compound contents, total flavonoids contents of chocolate added with 5% tangerine peel powder(TPC). Total polyphenolic compound content of TPC was 394.1 mg GAE/100g and DPPH radical scvenging activity was 68.66% and total flavonoid content was 148.88 mg QE/100g. Antioxidative activity of TPC was significantly higher than that of come into the market milk chocolate(p<0.05). In sensory evaluation, significantly difference(p<0.05)of TPC were surface color, flavor, overall acceptance.

Comparative research on urban image assets of Iksan by analysing bigdata (빅데이터 분석을 통한 익산의 도시 이미지 자산 비교 연구)

  • Yang, Ji-Yu
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.385-392
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    • 2018
  • Iksan is one of medium city in Jellabukdo, South Korea. It has a favorable natural environment for the specialization potential of natural industries and development projects. In addition, it has various historical and cultural resources including Mireuksajji, and KTX Honam line which has been opened for a representative feature as transport city. However, it faces week connection with neighboring cities and large scale of development in neighboring areas, especially in Jeonju and Gunsan. In this paper, we try to classify the urban image assets of Iksan as 'Iksan Station' and 'ktx' on keywords and analyze the possibility of being a center of transportation and logistics through big data analysis extracted from SNS and website. In comparison with Gwangju Songjeong, KTX Honam line station, which has been developed with similar regional characteristics, it is aimed to establish the basis of improvement and establishment of urban image of Iksan city in the future.

The comparative analysis of game capability by region -focus on the analysis of LQ index and CT R&D competence level- (게임산업의 권역별 역량 비교분석 - 입지분석과 CT R&D 역량지수 분석을 중심으로 -)

  • Kim, Yeon-Jeong;Yang, Dong-Woo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.133-144
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    • 2011
  • The purpose of this study are as follows. First, to analyze relative LQ index of the No. of game company, the No. of employee and the amount of revenue. Second, to analyze personal competence, resource competence, performance competence, network competence and environmental competence of regional game contents R&D. The results are as follows. The LQ index results of company are highest in seoul and Kyunggi area' And In case of except of seoul & kyunggi, the competence of R&D which is daekyung, dongnam, chungcheong are in order. In case of 5 game R&D competence, chungchung, seoul & kyunggi, honam region are in order. The core competence of chungchung region are ideal venture ecosystem among inter-supportive R&D research center, ETRI, university and company.

Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

Design and Implementation of a Walking Beat Game Machine Using Frequency Analysis (주파수 분석을 이용한 워킹 비트 게임기 설계 및 구현)

  • 이건학;김도현;안현식
    • Proceedings of the IEEK Conference
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    • 2000.11d
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    • pp.123-126
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    • 2000
  • In this paper, the portable game machine called W"alking Beat" is designed and implemented not only to propose the new possibilities for the peripheral equipment market of portable acoustic machine but also to overcome the limitation of the acoustic simulation game machine such as the existing Beat Mania. The old game machine can be used only in a particular place, where it is installed. However, in order to get over the constraint on this space problem "Walking Beat Game Machine" is designed to facilitate the portability. In addition, the frequency analysis method using FFT algorithm is employed by regarding the music data for the portable digital acoustic machine as source so that the limitation that the existing game machine depends heavily on the previously registered game contents can be overcome. By making it possible to play games for all the music and putting an emphasis on multimedia trend only to listen to the music, it is speculated that it can contribute to the development of the new culture in the near future.

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A Study on the Blending Color in Karim Rashid's Works (카림 라시드의 작품에 나타난 블렌딩 색채에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.155-162
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    • 2011
  • In order to pursue the traces of truth, boundaries set by man for convenience were crossed or Integrated leading to the discovery of new paradigms. Such phenomena including collaboration, convergence, crossover and etc. are expressed in various forms across the society and culture. In particular, development of digital technology is moving away from its previous color based on scientific, statistical and quantitative perspective by using diverse variables. Also, as the borderlines of genres become increasingly more ambiguous, various concepts of color blending developed rapidly. Thus These chaosmos-like color blending have created new contents. This research aims to understand the principle of color blending in Karim Rashid's work, which advocates the world of design in diverse fields from industrial products to architecture. The principle of color blending such as information change, source color and destination color, interaction, and etc. makes it possible to extract the expressed element and method of color blending. Meanwhile, the features of color blending such as integrated space and time, vague form, and narrative genre can be inferred from case analysis.

Blind linear/nonlinear equalization for heavy noise-corrupted channels

  • Han, Soo- Whan;Park, Sung-Dae
    • Journal of information and communication convergence engineering
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    • v.7 no.3
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    • pp.383-391
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    • 2009
  • In this paper, blind equalization using a modified Fuzzy C-Means algorithm with Gaussian Weights (MFCM_GW) is attempted to the heavy noise-corrupted channels. The proposed algorithm can deal with both of linear and nonlinear channels, because it searches for the optimal channel output states of a channel instead of estimating the channel parameters in a direct manner. In contrast to the common Euclidean distance in Fuzzy C-Means (FCM), the use of the Bayesian likelihood fitness function and the Gaussian weighted partition matrix is exploited in its search procedure. The selected channel states by MFCM_GW are always close to the optimal set of a channel even the additive white Gaussian noise (AWGN) is heavily corrupted in it. Simulation studies demonstrate that the performance of the proposed method is relatively superior to existing genetic algorithm (GA) and conventional FCM based methods in terms of accuracy and speed.

Longitudinal Analysis of Young Adolescents' Game Motivation Needs and Loneliness applied Latent Growth Cause-and-Effect Models (잠재성장곡선간 인과모델을 적용한 초기 청소년의 게임 이용 동기 욕구와 고독감에 관한 종단 연구)

  • Lee, Hye Rim
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1626-1635
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    • 2016
  • This study examines whether online game motivation, with social and expedition needs, are associated with the degree of loneliness among young adolescents. Using data from a survey of 2014 elementary-, middle- and high-school students in South Korea, a three-wave online survey was conducted to collect data from online players. Two latent growth cause-and-effect models were developed to test whether online game motivation influences degree of loneliness. Results showed that both social and expedition needs are positively associated with loneliness. This study contributes to the knowledge of the underlying needs for a player with loneliness and also highlights the social and expedition needs as potential therapeutic factors.