• Title/Summary/Keyword: Immediacy

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Analysis of KSCI(Korean Science Citation Index) of Domestic Journals in Mechanical Engineering (국내 기계관련 저널의 KSCI(Korean Science Citation Index) 분석)

  • Yoo, Wan-Suk
    • Proceedings of the KSME Conference
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    • 2001.06b
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    • pp.259-264
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    • 2001
  • This paper presents impact factors of domestic journals in mechanical engineering area to present an objective data for journal evaluation. For this purpose, reference data of 47 Korean journals are databased and analyzed. From the developed database, impact factor, immediacy index and self citation index are calculated.

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A Study on the Characteristics of Mediation in Fashion Culture Contents Found in Transmedia - Focusing on Modern Fashion since the 20th Century - (트랜스미디어에 나타난 패션 문화 콘텐츠의 매개특성 연구 - 20세기 이후 현대 패션사를 중심으로 -)

  • Kim, Hyangja
    • Journal of the Korean Society of Costume
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    • v.67 no.4
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    • pp.131-152
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    • 2017
  • The purpose of this study is to analyze modern fashion culture in the 20th century through changes in transmedia in order to better understand characteristics of fashion contents. The study also strived to identify the characteristics of remediation in modern fashion and media by exploring the cultural code, and use it to establish an integrated view. The subjects and the method of the study are as follows. First, the study analyzed the development of transmedia and fashion culture since the 20th century. Second, it identified the transitional characteristics of transmedia. Third, the study analyzed the characteristics of remediation in modern fashion culture by using the characteristics of mediation, which appeared with the transitional characteristics of transmedia. The study results are as follows. First, the types of remediation are 'borrowing,' 'Representation,' 'Expansion,' 'Refashion,' and 'Absorb.' In old and new media, each type can be aesthetically experienced in 'transparency,' opaqueness,' 'Hypermediacy,' and 'Immediacy.' Second, fashion culture can undergo a transformation from its original form to a second and a third iteration, and this process allows for possibility of an expansion of multiple plots and well-rounded character settings. This opens up the possibility for fashion consumer participation, and signifies a transition into an environment where expansion of time and space is possible. The third finding is the non-mediation of fashion objects. The mediating relationship between clothes and media is directly connected to the development of new media. The immersion of new media by fashion consumers has the characteristics of 'transparency'/'Non-mediation,' and the reinterpretation and reproduction of original fashion styles have the characteristics of 'opaqueness'/'Hyper-mediation.' Fourth, fashion culture has data variability. Through 'Borrowing,' 'Representation,' 'Expansion,' 'Remodeling,' and 'Absorption,' the cultural hierarchy of reproduced fashion forms a multi-layered integrated network. Mediation code, which repurposes fashion culture contents, also creates new media fashion through transmedia.

Remediation of 3D Movie on < Priest > (<프리스트>를 통해 본 3D 영화의 재매개)

  • Chung, Il-Hyoung
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.225-233
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    • 2012
  • This study is focused on the relationship of old and new media with the concept of cultural interface. This study try to find out their similarities and differences of media contents and interface through contents analysis of text. As a results, there are competible coexistance of transparent immediacy and hypermediacy as a double logic of remediation. And the features of remediation that borrowing, aggressive, and absorb are showed cross each other. A related studies are focused on the narrative structure of story and on analysis of character, events, and background. And the other studies are focused on the policy of new media distribution. But, recent new media emphasizes the visualization of 3D technology and that strategy. Also they tries to convert a various media contents. Therefore, it is important to check and prepare those environmental changes of media. Then, more researches will be applied to remediation and cultural interface of this study. And I hope that they will be find an alternative strategy of contents and interface on media.

Citation Analysis of Scholarly Journals of Library & Information Science Field in Korea (국내 문헌정보학분야 학술지의 상호인용관계 분석)

  • Kim, Hong-Ryul
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.7-27
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    • 2015
  • This study is to analyze impact factor, self-citation, immediacy index and cited half-life through citation analysis of scholarly journals of LIS field in Korea. This study was analysed the 9,329 references cited in Korean scholarly journal of LIS field. As a result, it analyzed that the articles of Korean LIS journal among the cited references in scholarly journal of LIS field in Korea is very insignificant. In other words, the percentage of citations was observed 19.1% in Journal of Korean Library and Information Science Society (KSLIS), 20.2% in Journal of the Korean Society for Library and Information Science (KLISS), 17.0% in Journal of the Korean Society for Information Management (KOSIM), 18.8% in Korean Biblia Society for Library and Information Science (KBIBLIA). Also, the cited half-life was analysed 5.87 years in KSLIS, 5.40 years in KLISS, 4.25 years in KOSIM, 3.57 years in KBIBLIA. And Impact factor has been found to be very low compared to journals of other fields.

Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

Measuring Impact of Scholarly Digital Archives : Analyses on Citation Indicators of PMC Journals (학술 디지털 아카이브의 영향력 측정에 관한 연구 : PMC 학술지의 인용지수 분석을 중심으로)

  • Shin, Eun-Ja
    • Journal of Information Management
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    • v.36 no.3
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    • pp.51-70
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    • 2005
  • It is meaningful to develop the scholarly digital archives in a respect that it could preserve the research papers using digital media. The scholarly digital archives provide scientists with the information source with which scientists could actively accomplish research. This study measured based on the citation analysis to what extent PMC, which is life science scholarly digital archives, has an effect on the scholarly communication in the same subject field. The findings are as follows. First, the three citation indicators, impact factor, immediacy index, and half-life, have no remarkable difference in between pre and post-digital archives era. Second, there were more cases that the major citation indicators increased rather than ones decreased with the appearance of the scholarly digital archives, as a result of ranking the scholarly journals after classifying according to subjects.

A study on Applicability of VacCAD Simulator

  • Kim, Hyung-Taek;Kim, Kang-Won
    • International journal of advanced smart convergence
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    • v.8 no.4
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    • pp.200-206
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    • 2019
  • In this study, we compared the VacCAD and VacSim(Multi), commercial vacuum simulators, to verify the advantages of VacCAD's efficiency. It was emphasized on immediacy and simplicity of simulation modelling, and characteristics of the pump combinations, pumping down curves, and vacuum materials. First, usability of simulation mechanism was estimated through the modeling schematics and obtained simulation results of each employed simulator were compared to evaluate the applicability in practice. Simulation reliability of each simulator was also probed by comparing the pumping characteristics of commercially available high vacuum systems. In addition, the degree of tolerances on VacCAD was also investigated through pumping down analysis considering outgassing effect due to chamber material variations. The higher effectiveness and expediency of VacCAD than VacSim(Multi) has been presented, and it was expected that the utilization of VacCAD in vacuum applications to be increased.

모바일 커뮤니티 특성이 고객 충성도에 미치는 영향에 관한 연구

  • 정인근;김윤호
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.11a
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    • pp.39-42
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    • 2003
  • A community can have a physical presence or can be formed from a group of people who communicate remotely via a conference call, a fixed Internet chatroom or instant message solution and most recently, a mobile handset. The mobile handset gives community members the advantage over fixed line or physical communities that they are not constricted by time or place as to when they can communicate with any members of their community. Operators, riding on the back of the SMS boom, are deploying community applications to increase both average revenue per user and customer loyalty. The purpose of this study is to find the effects of the characteristics of mobile community on the consumers'satisfaction and loyalty so that operators'participation in mobile community could be enhanced. A general model for the study was proposed with three independent variables. The variables are community usability(dialog and social support, information design, navigation, access), community sociability (purpose, people, policies), and mobile community content(location, personalization, immediacy, availability).

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The Role and Necessity of Rescue Group from Natural Cave Research (자연동굴 탐사에서 구조대의 역할과 필요성)

  • Yoon, Jung-Mo
    • Journal of the Speleological Society of Korea
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    • no.81
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    • pp.47-54
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    • 2007
  • The role of the rescue party only function of accident hour relief activity it knows against the technique and an immediacy of Hum who burns executes an education and training and the accident it will be able to occur in advance and Hum activity hour which burns it prevents the place where it reduces it contributes a lot role is the importance is a possibility of saying that compared to it grows more. It must establish the cave structure commission inside Korean cave academic society and it must cooperate with the instance of the foreign nation together and with each other it must improve a cave structure setup and equipment and the countermeasure which is appropriate and prevention of accident inside the cave and accident occurrence hour it must consider feed with the fact that it must become.