• Title/Summary/Keyword: Digital media contents

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The aspect and meaning of the digital world view in the anime based on myth (신화를 소재로 한 애니메이션 <고스트 메신저>에 나타난 디지털 세계관의 양상과 의미)

  • Kim, Jin-Chul
    • Cartoon and Animation Studies
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    • s.49
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    • pp.299-323
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    • 2017
  • Interests to cultural prototype as a material of cultural contents are getting more increasing nowadays. One of them is myth. The important thing when you are dealing with the myth as the material that how to convert prototype narratives. Today, digital culture is becoming one of the essential elements of mankind, that is a new sociocultural phenomenon and distinguishing differentiation from the past analogue era. In this regard, the combination of mythology and digital culture is effective strategies for transforming storytelling that can resonate with people who are not familiar with myths. puts the view both of this world and underworld, mythical characters, and various elements of the Grim Reaper into the story. And combines them with digital elements. sets the world that the transcendental soul exists as physically transferred data form. and reinterprets the traditional mythology world into the digitally operated world. Soul-Phone from this anime reflects the digital culture such as storage and transmission, and helps enjoying audiences accept the unfamiliar world of myth. And also It symbolically shows dystopian viewpoints through side effects can caused by digital technology development, such as the instrumentalization of human being, the risk of communication through digital media, and ego-loss caused by duplication, etc. In conclusion, forms a consensus with the audience through the transformation strategy of storytelling that converts the world of myth into the digital world. And it reflects the dystopian view and shows a differentiated world view from the narrative of myth.

The Effect of Digital Signage Content Appeal Type and Interactivity on Attitude and Memory (디지털 사이니지 콘텐츠 소구 유형과 상호작용성이 태도와 기억에 미치는 효과)

  • Lim, Jae-Moon
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.21-27
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    • 2019
  • The study empirically analyzed the effects of content attitudes and recall on digital signage advertising appeal (information appeal vs. image appeal) and interactivity level (low vs. high). As a result, first, it was found that a moderately low level of interactivity had a positive effect on content attitudes and recall than when the level of digital signage was extremely high. In addition, at moderately low levels of interactivity, information appeals had higher content attitudes and recalls than image appeals. Second, the content of image appeal has a positive effect on attitude when the digital signage level of interactivity is high, and the image recall ad and information appeal ad have negative effects on recall. Third, the low level of interactivity of digital signage has a positive effect on the content attitude and recall of information appeal. With the advent of digital media in recent years, concerns about how to construct the level of interactivity and information content on a strategic level are increasing in practice. The results of this study are expected to suggest the direction of the strategic grounds for this.

The Possibility of Design Creation by Convergence of Contemporary technology and Traditional Craft (신기술과 공예의 융합을 통한 디자인 창작의 가능성)

  • Ha, Euna
    • Korea Science and Art Forum
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    • v.25
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    • pp.463-475
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    • 2016
  • As the transition to the digital age in the late 20th century, the intrinsic value of the craft, the emotional values of human, has been noticed as an alternative to overcome the adverse effects of the modernism of the industrial age. To introduce experimental tries which convergence of contemporary technologies and elements of traditional craft, and to inspire artists and present the new possibility of creation to them who want to take advantage of craft emotion as the elements of creation is the purpose of this study in the current digital technology age. First, the meaning and value of craft in modern times and digital media and hybrid creation environments are theoretically investigated based on previous studies and literature. Second, design cases produced by combining digital technology as a tool and craft elements are classified for substantial understanding of the design. Thirdly, identify the design characteristics presented through case studies and suggest the new possibility of creation. The results of the study are as follows. Reject typical types highlight the functional role and try free express conversion, e.g. form, material, texture, making process etc. Extracts the various elements that can be applied and search combining ways, because the convergence of digital technology and the craft is sufficient to activate the human emotion. Interaction between the craft and the digital medium is made actively. Craft accepts digital form, the craft appeared again as the contents of the digital. the traditional and digital method appropriately fused and utilized depending on the situation in process.

A Study on the Factors Affecting the KBS Institution and the Expert Recognition Study on the Improvement of Governance (KBS 제도에 영향을 미치는 요인과 지배구조 개선에 관한 전문가 인식 연구)

  • Park, Jong-Won;Lee, Chang-Hyung;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1069-1079
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    • 2018
  • Based on the theory of media governance, we analyzed the factors affecting the KBS system and the perception of the improvement of corporate governance, and suggested ways to improve the governance structure. The results of the study are as follows. First, the factors affecting the KBS system are politics, followed by the public broadcasting itself, that is, professionalism. Political factors were found to be the most influential factors in the public broadcasting KBS Institution. Second, the KBS governance structure, like the BBC, preferred a political independent model, while the board composition and proportions favored a German-style union model involving various stakeholders outside the political circle. Third, the future - oriented KBS governance model requires a change in the civil society (public) sphere that is deviated from the influence of politics and market. In the end, in order for the public broadcasting KBS system to operate stably, the political influence should be reduced, and the role of the government and the market should be controlled by the growth of the public sphere (civil society).

A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

A Study on the Lower Body Muscle Strengthening System Using Kinect Sensor (Kinect 센서를 활용하는 노인 하체 근력 강화 시스템 연구)

  • Lee, Won-hee;Kang, Bo-yun;Kim, Yoon-jung;Kim, Hyun-kyung;Park, Jung Kyu;Park, Su E
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2095-2102
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    • 2017
  • In this paper, we implemented the elderly home training contents provide individual exercise prescription according to the user's athletic ability and provide personalized program to the elderly individual. Health promotion is essential for overcoming the low health longevity of senior citizens preparing for aging population. Therefore, the lower body strengthening exercise to prevent falls is crucial to prevent a fall in the number of deaths of senior citizens. In this game model, the elderly are aiming at home training contents that can be found to feel that the elderly are going out of walk and exercising in the natural environment. To achieve this, Kinect extracts a specific bone model provide by the Kinect Sensor to generate the feature vectors and recognizes the movements and motion of the user. The recognition test using the Kinect sensor showed a recognition rate of about 80 to 97%.

The Study on the factor influencing to SNS use of Chinese students in Korea (국내 중국 유학생의 SNS 이용에 영향을 미치는 요인에 관한 연구)

  • Nam, Chong-Hoon
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.283-290
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    • 2015
  • This study focused on SNS use of Chinese students who are studying in Korea. Communication media like SNS is strongly related with socialization of foreigners. Thus, it is expected to verify relationship between current SNS use tendency of Chinese students and their settlement in Korea based on analysis on the factor influencing SNS use of Chines students. For the study on the factor influencing to SNS use of Chinese students in Korea TAM model was used as a research frame. Based on TAM theory technological attribute, individual attribute and social attribute were taken out as independent variables. Perceived ease of use and perceived usefulness are applied as mediator variables. In research conclusion, some hypotheses are adopted the same as existing theory, but some hypotheses for example service quality and individual attribute are rejected as variables which influence positively to mediator variable perceived easy of use. For the next research more various variables and nationwide sampling will be needed. Based on this research it is expected to be analysed correlation between foreigners settlement in Korea and communication media like SNS.

Effects of Parenting Attitude and Youth's Subjective Class Identification on Game Addiction (부모의 양육태도와 청소년의 주관적 계층감이 게임중독에 미치는 영향에 관한 연구)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Chul;Ryu, Seoung-Ho;Jeong, Eui-Jun
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.53-64
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    • 2013
  • This study investigated how parents' parenting attitude and youth's subjective class identification influence on game addiction. Total 177 youths from 16 to 24 participated an online survey. According to the results, parents' excessive expectation and youths' high level of self-control were associated with low level of game addiction. We divided a total into two groups; low subjective class identification group vs. high subjective class identification group based on the subjective class identification(SCI) scores. In low SCI group, excessive expectation and high level of self-control were associated with low level of game addiction. On the contrary, in high SCI group, only interference was associated with low level of game addiction. Parents' certain parenting attitude variables and individuals' level of SCI is strongly related to addictive use of game media and other various type of new media.

Intelligent Broadcasting System and Services for Personalized Semantic Contents Consumption (개인화된 의미 기반 콘텐츠 소비를 위한 지능형 방송 시스템과 서비스)

  • Jin, Sung Ho;Cho, Jun Ho;Ro, Yong Man;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.10 no.3
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    • pp.422-435
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    • 2005
  • Compared with analog broadcasting, digital broadcasting supports technical background to provide personalize the TV watching environment by offering broadcasting services that can adapt to viewers' preferences. However, current digital broadcasting shows limited services such as reservation recording, simple program guiding with an electronic program guide (EPG) on a personal video recorder system, and primitive data broadcasting by broadcasters. Therefore, the purpose of this paper is to suggest a new broadcasting environment which gives a person facility and a difference fur watching TV by serving enhanced personalized services. For that reason, we propose an intelligent broadcasting system which can minimize viewer's actions, and enhanced broadcasting services which are based on understanding of the semantics of broadcasting contents. To implement the system, agent technology as well as the MPEG-7 and TV-Anytime Forum (TVAF) are employed. For content-level services, real-time content filtering and personalized video skimming are designed and implemented. To verify the usefulness of the proposed system, we demonstrate it with a test-bed on which content-level personalized services are implemented.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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