• Title/Summary/Keyword: Digital society

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Implementation of a Digital Album (WebAlbum) For Internal Service (인터넷 서비스를 위한 디지털 앨범(WebAlbum))

  • 박상호;박건주;김정규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.293-297
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    • 2004
  • Recently, with the spread of digital camera and PC cam, need of tools for display and manipulation of digital images have increased remarkably. These tools are called as digital album. Af now, people want to see picture not alone in home but share with someone else. The purpose of this study is to develop a digital album, which is easy to use, easy to approach and has more function. Therefore people can see picture everywhere he want and management it. If computer is connected In Internet.

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Negative Effects of Digital Technologies and the Direction of Church Education in the Era of the Great Digital Transformation (디지털 대전화의 시대, 디지털 역기능과 교회교육의 방향)

  • Mikyoung Seo
    • Journal of Christian Education in Korea
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    • v.77
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    • pp.85-105
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    • 2024
  • The purpose of this study is to formulate the direction of Church education, taking into account the negative effects of digital technologies in the era of the Great Digital Transformation. Firstly, the study discussed comprehension of the Great Digital Transformation and negative effects of digital technologies. The term "Great Digital Transformation" signifies a fundamental shift into a world where everything that surrounds us becomes digital-based. In this era of the Great Digital Transformation, the negative effects of digital technologies are intensifying. Secondly, the study discussed the issue of education and church education during the great digital transformation period. The use of digital technologies has been widespread in schools. However, academic circles have raised concerns about the negative effects of digital technology on both the classroom environment and basic academic skills such as reading ability. Since digital education is becoming more popular, there is a fear that church education may fall behind in a rapidly changing society. In conclusion, the study proposed recommendations for reshaping Church education in the era of the Great Digital Transformation, considering the negative effects of digital technologies. The first is Christian worldview education, which is centered around the faith community. Education in the Christian worldview, learned through the interaction with various faiths within the faith community, encourages critical thinking and reflection on the risks posed by the digital age that are associated with capitalism and meritocracy. The second is Christian care, which is centered around the faith community. Christian care in the era of the Great Digital Transformation will help us to form genuine connections with discriminated, isolated, and lonely souls who suffer from negative effects of digital technologies, guiding them towards the path of salvation.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Challenges and Subjects of Marketing Research in the Digital Age

  • Lee, Seung-Hee;Kim, Jong-Ho;Quan, Yue-Shun;Li, Donjin
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.87-95
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    • 2004
  • We explore marketing topics classification-internet marketing environment, internet marketing function, special internet marketing applications, internet marketing research, other topics in the digital age. This paper will introduce and discuss the changes that economic agents including firms and consumers will face in the digital marketing age. The digital revolution has shaken marketing to its core. The digital age provides the opportunity to reach vast new audiences with surgical precision.

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A Study for the Direction of Korean Tourism Policy in Digital Economy (디지털경제에서의 한국 관광정책의 방향연구)

  • Lee, Ung-Gyu
    • 한국디지털정책학회:학술대회논문집
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    • 2004.05a
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    • pp.37-49
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    • 2004
  • According as the use of information and communication technologies and the Internet are advancing rapidly, the digital economy are no longer emerging or beginning today. They are here with ours already. We are living in a new era that the economic paradigm and structures are changed remarkably, namely the digital economy era. Tourism policy is crucial to tourism industry competitiveness by triggering changes in the digital economy. Better tourism policy in the digital economy should satisfy the tourist needs as well as create additional value for the tourism industry.

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Computer Topology and Its Applications

  • Han, Sang-Eon
    • Honam Mathematical Journal
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    • v.25 no.1
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    • pp.153-162
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    • 2003
  • Recently, the generalized digital $(k_{0},\;k_{1})$-continuity and its properties are investigated. Furthermore, the k-type digital fundamental group for digital image has been studies with the generalized k-adjacencies. The main goal of this paper is to find some properties of the k-type digital fundamental group of Boxer and to investigate some properties of minimal simple closed k-curves with relation to their embedding into some spaces in ${\mathbb{Z}}^n(2{\leq}n{\leq}3)$.

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A Study on the Digital Content Dissemination Model Based on Identification and Public key (식별체계와 공개키 기반의 디지털 콘텐트 유통모텔 연구)

  • 최성원;이상환;이상기;조성남;석중호
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.520-522
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    • 2004
  • 최근 급속히 증가하고 있는 Digital Content의 생성과 활용으로 인해 인터넷 기반의 Digital Content 유통이 활성화 되고 있다. 하지만 URL의 한계와 Content의 불법복제 및 무단변형과 같은 역기능이 나타남으로써 양질의 콘텐트 생산 유통이 저해되고 있다. 따라서 본 논문에서는 URN 기반의 DOI 식별체계와 Digital Content 보호를 위한 PKI 기반의 공개키 알고리즘, 그리고 콘텐트 제공자의 저작권을 보호하기 위한 Digital Watermarking과 DRM기술을 접목한 강인한 Digital Content 유통모델을 제안하고자 한다.

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Study on the Digital Storytelling Types and Characteristics of Fashion Designer Brands (패션 디자이너 브랜드의 디지털 스토리텔링 유형과 특성)

  • Hong, Yun Jung;Kim, Young In
    • Journal of the Korean Society of Costume
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    • v.63 no.8
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    • pp.43-57
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    • 2013
  • The purpose of this research is to systemize the fashion digital storytelling by analyzing the communication method and its elements, and extracting the characteristics and processes of digital storytelling. Based on the previous study on the characteristics and types of storytelling the following things have been researched: 1) the process of digital storytelling in the communication process, 2) the concept and the feature of the academia of digital storytelling 3) storytelling in the document research. On the groundwork of the document research, we were able to sort out the various types, and formed a system of the features in the fashion digital storytelling cases, mainly in the four collections (Milan, Paris, London, New York) from 2000's to recent years of 2010. The types of fashion digital storytelling are episode type, narrative type, and creative type. The characteristics of each of the types are as follows. Firstly, the episode type communicates through the digital media based on the information or fact of the fashion designer brand. Secondly, narrative type communicates with the consumers using previous literature or an existing idea of the original cultural form that is rearranged in digital story expressed by the digital media. Lastly, creative type makes the designer's and consumer's susceptibility and creativity communicate through the newly made story, which expresses the unique originality of the designer. It seems that the cases and studies of using the fashion digital storytelling will increase because of its short history and lack of the case study. Fashion designer brands will show their brand image using the digital storytelling because they are able to better express originality, creativity and imagination of the fashion designer, which were factors that could not be conveyed through fashion alone.