• 제목/요약/키워드: Digital society

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A Study on the Utilization of Platforms of Digital Cinema Aside from a Theater (디지털 영화의 극장 외 상영 플랫폼 활용연구)

  • Lyou, Chul-Gyun;Yun, Hyun-Jung
    • Journal of Digital Contents Society
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    • 제8권3호
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    • pp.411-418
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    • 2007
  • Digital cinema is an important contents provider and powerful contents as itself in the paradigm of media convergence. Digital cinema extend its screening platforms to the public television, CATV, internet and mobile channels beyond a theater. This study derives peculiar features of digital cinema that first screening on these platforms with case study. Furthermore, this study investigates features of digital cinema according to the multiplicity of platforms and a method of the utilization of digital cinema in the rapidly changing situation.

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A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • 제11권1호
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.

Application Prospects of Knowledge Awareness System for Supporting Collaborative Learning in Digital Textbook (디지털 교과서에서 협력 학습 지원을 위한 지식 인식 시스템의 적용 방안)

  • Kwon, Suk Jin;Sim, Hyeon Ae;Kwon, Sun Hwa
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제6권2호
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    • pp.169-182
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    • 2010
  • The purpose of the study is to prospect the application of knowledge awareness system in the use of the digital textbook which is one of the main educational political projects based on the exploration of the awareness theory for the computer-supported collaborative learning. To do this, first, knowledge awareness theory for computer-supported collaborative learning (CSCL) as a rationale for digital textbook which supports the collaborative learning was introduced. Second, three functionalities of knowledge awareness systems were extracted by analyzing the representative knowledge awareness tools of CSCL environment. Third, application prospects of knowledge awareness system toward the development and utilization of digital textbook were presented. The paper suggested the need of more researches such as the prototype development of digital textbook which applies the knowledge awareness system's functionalities and empirical researches which examine their effectiveness and efficiency.

A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • Journal of the Korea Society of Computer and Information
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    • 제20권11호
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

A Study on Benefits of Digital Preservation of Research Data (디지털 연구데이터 장기보존의 편익에 대한 연구)

  • Hyun, Moonsoo
    • Journal of Korean Society of Archives and Records Management
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    • 제11권1호
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    • pp.161-181
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    • 2011
  • The study identifies benefits arising from the digital preservation of research data. Through analysing studies on digital preservation and digital research data in a economic perspective, broad benefits from digital preservation of research data have been identified and analysed quantitatively as well as qualitatively. It provides the starting point of systematic management and preservation of digital research data. Furthermore, it attempts modelling for investigating and producing benefits both in quantity and quality that is fundamental to promote investments.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • 제25권2호
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Development of OPC UA based Smart Factory Digital Twin Testbed System (OPC UA 기반 스마트팩토리 디지털 트윈 테스트베드 시스템 개발)

  • Kim, Jaesung;Jeong, Seok Chan;Seo, Dongwoo;Kim, Daegi
    • Journal of Korea Multimedia Society
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    • 제25권8호
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    • pp.1085-1096
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    • 2022
  • The manufacturing industry is continuously pursuing advanced technology and smartization as it converges with innovative technology. Improvement of manufacturing productivity is achieved by monitoring, analyzing, and controlling the facilities and processes of the manufacturing site in real time through a network. In this paper, we proposed a new OPC-UA based digital twin model for smart factory facilities. A testbed system for USB flash drive packaging facility was implemented based on the proposed digital twin model and OPC-UA data communication scheme. Through OPC-UA based digital twin model, equipment and process status information is transmitted and received from PLC to monitoring and control 3D digital models and physical models in real time. The usefulness of the developed digital twin testbed system was evaluated through usability test.

Examining Portraits in Digital Fashion Art Non-Fungible Tokens (NFTs) through Baudrillard's Simulation

  • Yoon Kyung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • 제47권5호
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    • pp.929-942
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    • 2023
  • Web 3.0 enables people and machines to connect, evolve, share, and use knowledge on an unprecedented scale and in new ways, drastically improving our Internet experience. The metaverse is a collective, virtual shared space supporting all digital activities. Prompted by the rapid growth of digital art and digital fashion, this theoretical analysis explores using Jean Baudrillard's simulation concept to create unique digital art non-fungible tokens (NFTs), allowing them to express and communicate ideas like real-world art. Specifically, this study analyzes 120 digital fashion portraits of humans and animals and classifies them under three types of simulacra covering four stages of Baudrillard's simulation process. The result shows that NFT fashion artworks reflect the core features of a digital reality by connecting and transcending the boundaries of cultures, genders, and nationalities. However, in the final simulation stage (the fourth step), the simulacrum can only coexist in the virtual world as a hyperreal object (the Type III of simulacrum): an object more real than reality.

A Study on Modeling of Digital Libraries (디지털 라이브러리 모형에 관한 연구)

  • Lee Chang-Yeol
    • Journal of the Korean Society for Library and Information Science
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    • 제32권4호
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    • pp.117-140
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    • 1998
  • With the advancement of Internet technology, traditional libraries are going through a new metamorphosis into digital libraries. Digital libraries substitute digital files for papers, metadata for catalogues, world wide users on the network for localized patrons, while offering limitless possibilities for easy downloading of information. The aim of the study is to present a model for our digital library based on the knowledge acquired from the analysis of the state of the art technology employed in building and managing digital libraries. It is our belief that the national information infrastructure for digital libraries are mandatory for an open information society.

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A Study on the calculating the amount of updating Digital Map using Remotely Sensed Data (원격탐사자료를 이용한 수치지도 수정ㆍ갱신 물량 산출 방안 연구)

  • 윤여상;최종현;강인구
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 한국측량학회 2004년도 추계학술발표회 논문집
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    • pp.465-471
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    • 2004
  • The digital map expresses natural topographies and artificial things with 3D position coordinates in the computer such as the road, railway, building, river, mountain, paddy and dryland. Therefore, the digital map is regarded as an important factor in the information-oriented society. However, it is difficult to maintain the most recent topographic information all the times because of restricted budget and time. For that, the efficient method corresponded with the digital map should be presented. This study aims to suggest the way to make an estimate of updating cost for 1:5,000 scale digital map by using remotely sensed data. To predict updating area of the digital map, the screen digitizing method was applied to the overlapped images and digital map

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